View Full Version : [REL] R.S.D. - Reworked Submarine Damage
vdr1981
10-14-13, 01:06 PM
Gap quick, TDW is back! If You can ask him about save problem before hi slip away...:D It will take whole day for me write good questions with my English...Also i could use his help in my new menu editor thread...:yep:
Regarding torpedo textures problem, i dont' have and i don't know how to use Photoshop...Could you take those textures and flip them for next update?
vdr1981
10-14-13, 02:29 PM
OK You nitpickers :D...Quick fix for torpedo screens, for now just default files until we make more elegant solution ...:up:
R.S.D. v5.3-Torpedo screen Fix (http://www.mediafire.com/download/d22v2knj3i67n73/RSD+v5.3-+Torpedo+screen+Fix.rar)
Gap quick, TDW is back! If You can ask him about save problem before hi slip away...:D It will take whole day for me write good questions with my English...Also i could use his help in my new menu editor thread...:yep:
I think he knows already about u-boat damage levels not getting saved and there isn't really much to explain about this problem anyway. As for for the damage menu issue, I think he has already read your thread :up:
P.S: I that was possible, i would have sent a PM to him, but his PM box is full since the last year...
Regarding torpedo textures problem, i dont' have and i don't know how to use Photoshop...Could you take those textures and flip them for next update?
There should already be a torpedo texture file in NauticalWolf's Damage and Torpedo UI Mod which flips torpedo miniatures. If for any reason you don't like Nauticalwolve's texture, I can flip the stock ones, or I can upload here a file with my own (flipped) torpedo textures, no problem
OK You nitpickers :D...Quick fix for torpedo screens, for now just default files until we make more elegant solution ...:up:
R.S.D. v5.3-Torpedo screen Fix (http://www.mediafire.com/download/d22v2knj3i67n73/RSD+v5.3-+Torpedo+screen+Fix.rar)
:sunny: :woot: :D
SnipersHunter
10-14-13, 02:49 PM
OK You nitpickers :D...Quick fix for torpedo screens, for now just default files until we make more elegant solution ...:up:
R.S.D. v5.3-Torpedo screen Fix (http://www.mediafire.com/download/d22v2knj3i67n73/RSD+v5.3-+Torpedo+screen+Fix.rar)
Thanks
vdr1981
10-14-13, 04:01 PM
There should already be a torpedo texture file in NauticalWolf's Damage and Torpedo UI Mod which flips torpedo miniatures. If for any reason you don't like Nauticalwolve's texture, I can flip the stock ones, or I can upload here a file with my own (flipped) torpedo textures, no problem
I prefer nauticawolf texture, they're somehow archaic, i like that...But what i really wont you to do is to take those compartment screens and , if possible, remove connecting lines. Is that possible at all with Photoshop?:huh:
Dis you say you have dds files created by You? Upload them right away! :)
:sunny::woot::D
:D
I prefer nauticawolf texture, they're somehow archaic, i like that...
Yep, I like it too. Very much. :yep:
But frankly what I would really do, is keeping RSD separate from any particular damage & torpedo UI mod, supporting stock, Nauticalwolf's and Drifter's interfaces through the addition of a set of submods or compatibility patches.
But what i really wont you to do is to take those compartment screens and , if possible, remove connecting lines. Is that possible at all with Photoshop?:huh:
Of course this is possible with a bit of patience. I will send you the edited files shortly :up:
Dis you say you have dds files created by You? Upload them right away! :)
Yes, I think the other day I saw them in a forgotten folder of my external HD. I can upload them, no problem, but before I do it have you seen Nauticalwolf's torpedo miniatures? He got two versions of them: one flipped included in his Damage & Torpedo UI Mod, and one with stock orientation available as a separate mod. See below :know:
Includes new torpedo textures as well. :D:D:D
http://i947.photobucket.com/albums/ad318/Nauticalwolf/SH5/NewTorpedoesv12UI.jpg
Torpedo textures are finished.
Wrongway facing torpedo texures only mod for those that don't want to use my damage and torpedo UI mod :wah::wah::wah: http://www.subsim.com/radioroom/showthread.php?p=1354561#post1354561
vdr1981
10-14-13, 05:26 PM
Yep, I like it too. Very much.
But frankly what I would really do, is keeping RSD separate from any particular damage & torpedo UI mod, supporting stock, Nauticalwolf's and Drifter's interfaces through the addition of a set of submods or compatibility patches.
I agree!:up:
Of course this is possible with a bit of patience. I will send you the edited files shortly
Can't wait! :)
Yes, I think the other day I saw them in a forgotten folder of my external HD. I can upload them, no problem, but before I do it have you seen Nauticalwolf's torpedo miniatures? He got two versions of them: one flipped included in his Damage & Torpedo UI Mod, and one with stock orientation available as a separate mod. See below
I'll check that mod but now i'm pretty busy with adding new zones and stuff...:yep:
vdr1981
10-14-13, 05:47 PM
http://s6.postimg.org/qukshofsh/sph.jpg
Just take a look at those zones and spheres...Aren't they beautiful? :D
Can't wait! :)
I think there is no partcular hurry on it (see my considerations below). Nonetheless I am starting working on those textures right away, so to have them ready when we will need for them :up:
I'll check that mod but now i'm pretty busy with adding new zones and stuff...:yep:
Yep, "artistic" aspects should be our least concern until all the new boxes are added. Keeping the interface as clean and functional as possible should be more than enough at this time :up:
http://s6.postimg.org/qukshofsh/sph.jpg
Just take a look at those zones and spheres...Aren't they beautiful? :D
I agree, they are :up:
...what i really wont you to do is to take those compartment screens and , if possible, remove connecting lines.
no lines update ready:
http://www.mediafire.com/?p1fmz4ajff23y3r
Connecting lines removed; dots marking the position u-boat equipments still in place; alpha channels improved; compression format: DX5 with no mipmaps (Nauticalwol's textures had them but I doubt they were of any use) :up:
alpha channels improved; compression format: DX5 with no mipmaps (Nauticalwol's textures had them but I doubt they were of any use) :up:
Why this part in Swahili ?? :p
And, Thanx !!
vdr1981
10-15-13, 10:18 AM
no lines update ready:
http://www.mediafire.com/?p1fmz4ajff23y3r
Connecting lines removed; dots marking the position u-boat equipments still in place; alpha channels improved; compression format: DX5 with no mipmaps (Nauticalwol's textures had them but I doubt they were of any use) :up:
Gap, that's exactly what I wished for! :yeah:
Now, this reminds me even more to my unsuccessful try to add new slots to the damage menu...:wah: But , if there is any way to do that, I would be very close to my original thought...
Why this part in Swahili ?? :p
And, Thanx !!
- alpha channels are greyscale or B/W layers supported by several bitmap image formats. Depending on how material properties are set in game, they can be used for transparency sorting or for adding extra lightness/glossiness to materials. The more bits per pixel assigned to an alpha channel, the more shades of grey are saved, the smoother the final result (at the expense of file size indeed);
- mipmaps are a sequence pre-caluculated copies of a texture, with different reduction ratios. Being pre-scaled, they relieve the GPU from having to do it, thus enhancing renderig speed and preventing the creation of artifacts. Mipmapped textures are especially useful as 3d models' texture maps, where distance from virtual objects will affect their visual scaling. Using the on static elements (such us UI items), would only take up memory without any significant advantage. :know:
Gap, that's exactly what I wished for! :yeah:
Now, this reminds me even more to my unsuccessful try to add new slots to the damage menu...:wah: But , if there is any way to do that, I would be very close to my original thought...
Just one question: hadn't you added some new equipments to the damage UI already? Looking at the screenies posted in this thread I was sure about it. Were taking advantage of some menu items already set but unused in stock game? :hmmm:
vdr1981
10-15-13, 11:25 AM
Were taking advantage of some menu items already set but unused in stock game? :hmmm:
Yes, I did not add anything, I just filled unused slots...More details here... http://www.subsim.com/radioroom/showthread.php?t=208319
- alpha channels are greyscale or B/W layers supported by several bitmap image formats. Depending on how material properties are set in game, they can be used for transparency sorting or for adding extra lightness/glossiness to materials. The more bits per pixel assigned to an alpha channel, the more shades of grey are saved, the smoother the final result (at the expense of file size indeed);
- mipmaps are a sequence pre-caluculated copies of a texture, with different reduction ratios. Being pre-scaled, they relieve the GPU from having to do it, thus enhancing renderig speed and preventing the creation of artifacts. Mipmapped textures are especially useful as 3d models' texture maps, where distance from virtual objects will affect their visual scaling. Using the on static elements (such us UI items), would only take up memory without any significant advantage. :know:
... I find it interesting how I can be a system engeneer on both windows and linux (altho that needs dusting) and able to set up complicated networks and server based environments, program a little in multiple languages, yet know so little of what people actualy do with the end result and how that works :rotfl2:
I regularly get schooled by end-users who's problem I'm supposed to solve, knowing nothing about the application they have trouble with .. I always get it to work, but I havent got a clue wtf they are doing with it :p
Thanks for filling in this gap in my knowledge :)
Yes, I did not add anything, I just filled unused slots...More details here... http://www.subsim.com/radioroom/showthread.php?t=208319
Okay I see. In other words for each room there were ten placeholders. Some of the were used, some others unused and invisible. Is this correct?
vdr1981
10-15-13, 12:12 PM
Okay I see. In other words for each room there were ten placeholders. Some of the were used, some others unused and invisible. Is this correct?
Correct...
I regularly get schooled by end-users who's problem I'm supposed to solve, knowing nothing about the application they have trouble with .. I always get it to work, but I havent got a clue wtf they are doing with it :p
:rotfl2:
Thanks for filling in this gap in my knowledge :)
My own pleasure plj. Considering your skills, I am sure that in future there will be more than one occasion for you to reciprocate my little favour :D
Correct...
Let's see if I still remember some maths: 10 slots x 6 compartments is equal to... hmmm...
should be 60 different damageable equipments. Aren't they enough? :huh: :D
P.S: have you had a look at how TheBeast added snorkels to the upgrade selection menu?
vdr1981
10-15-13, 12:22 PM
Maybe i could rearrange menu further...
I could display damage for various antennas in radio room tab (which is almost empty,4 spare slots) and to rename "deck watch"(we don't have any "watch crew" in SH5 in the first place) tab to something like "outside equipment"...Then in this tab i could place readings for guns, prop/ruddres/planes integrity (not transmission, overall integrity). In this way I could use almost all of 60 slots which i have at disposal... Then, You can make some fancy dds images which will cower all this up and...everybody's happy!:)
P.S: have you had a look at how TheBeast added snorkels to the upgrade selection menu?
I looked at everything...:D
Let's see if I still remember some maths: 10 slots x 6 compartments is equal to... hmmm...
should be 60 different damageable equipments. Aren't they enough? :huh: :D
I could fix this problem very easy BUT...I guess most of people wouldn't like idea to see 'Port rudder integrity' slot inside radio room...Now that would be real criminal, don't You think?:D
vdr1981
10-15-13, 12:33 PM
Maybe i could rearrange menu further...
I could display damage for various antennas in radio room tab (which is almost empty,4 spare slots) and to rename "deck watch"(we don't have any "watch crew" in SH5 in the first place) tab to something like "outside equipment"...Then in this tab i could place readings for guns, prop/ruddres/planes integrity (not transmission, overall integrity). In this way I could use almost all of 60 slots which i have at disposal... Then, You can make some fancy dds images which will cower all this up and...everybody's happy!:)
Just tell me that You're OK with this concept and I'm throwing my self to work!:)
vdr1981
10-15-13, 02:01 PM
Maybe i could rearrange menu further...
I could display damage for various antennas in radio room tab (which is almost empty,4 spare slots)
Ouch, this wont be so easy also...:nope:In order to do this i must completely understand connections/linking between upcge-suParts.upc-equipment.upc-upgradepacks.upc files...:nope:
Those upc are really(I mean REALLY) mind screwing stuff... :doh:
I could fix this problem very easy BUT...I guess most of people wouldn't like idea to see 'Port rudder integrity' slot inside radio room...Now that would be real criminal, don't You think?:D
I think a real u-boat captain would have no way of knowing if it's the port or starboard rudder that is falling apart. I dont know how flexible damage boxes are, but I'd use 50% for port and 50% for starboard, and let them kick someone off the boat to find out. (if possible)
Maybe i could rearrange menu further...
Ouch, this wont be so easy also...
The idea is good. A further expansion of it would be grouping equipments based on their functionality rather than placement, as some compartments are almost empty. :up:
I wish we could find the way to implement it :hmmm:
I could fix this problem very easy BUT...I guess most of people wouldn't like idea to see 'Port rudder integrity' slot inside radio room...Now that would be real criminal, don't You think?:D
I would be among them :03: :D
I dont know how flexible damage boxes are, but I'd use 50% for port and 50% for starboard, and let them kick someone off the boat to find out. (if possible)
Do we have any example of your idea in stock files?
Do we have any example of your idea in stock files?
heh ... nice one gap ... http://www.emofaces.com/png/15/emoticons/tip-of-the-hat.png Just curious, are you a trainer of some sort ?
No we dont .. but if damage boxes can handle simple math, it could be possible I guess ? Again, I have no clue on how the stuff works as I am not hindered by any factual knowledge on what is in these files :sunny: (I'm just shooting random garbage at this topic in hopes of derailing it :rotfl2:)
Edit: I'm lying .. they look like databases to me .. anyone tried to handle them as such yet ?
heh ... nice one gap ... http://www.emofaces.com/png/15/emoticons/tip-of-the-hat.png Just curious, are you a trainer of some sort ?
:haha:
No polemic intent meant on that question plj... I was just asking :)
Yoda in disguise then ? Using the Force to sence what information I need to answer my own questions :har:
I would love to see it possible to preset damage to a sub before mission start .. would that be doable ? It would enable a lot more authentic replays.
vdr1981
10-16-13, 07:40 AM
I'm done with type VIIA...Now, strating type VIIC which have more equipment to display, things are going to be a bit squeegee...:)
http://s6.postimg.org/okszvxfcd/SH5_Img_2013_10_16_05_21_43.jpg (http://postimg.org/image/okszvxfcd/) http://s6.postimg.org/qbc0xewvh/SH5_Img_2013_10_16_05_21_47.jpg (http://postimg.org/image/qbc0xewvh/) http://s6.postimg.org/4xpzsklpp/SH5_Img_2013_10_16_05_21_52.jpg (http://postimg.org/image/4xpzsklpp/) http://s6.postimg.org/6qxhumwa5/SH5_Img_2013_10_16_05_21_56.jpg (http://postimg.org/image/6qxhumwa5/) http://s6.postimg.org/4nn2mywh9/SH5_Img_2013_10_16_05_21_59.jpg (http://postimg.org/image/4nn2mywh9/) http://s6.postimg.org/dz94jx90t/SH5_Img_2013_10_16_05_22_03.jpg (http://postimg.org/image/dz94jx90t/)
SnipersHunter
10-16-13, 07:51 AM
Nice:up:
I'm done with type VIIA...Now, strating type VIIC which have more equipment to display, things are going to be a bit squeegee...:)
Excellent :rock:
Probably the best place for UZO and conning tower hull integrity should have been the 'external equipment' tab, but I suppose you wanted to keep some free space for the multiple flaks of later U-boats, don't you? :03:
Yoda in disguise then ? Using the Force to sence what information I need to answer my own questions :har:
http://www.emoticones-avenue.com/emoticones/star_wars_yoda_01.gif :|\\
I would love to see it possible to preset damage to a sub before mission start .. would that be doable ? It would enable a lot more authentic replays.
I don't get you here...
vdr1981
10-16-13, 08:08 AM
Excellent :rock:
Probably the best place for UZO and conning tower hull integrity should have been the 'external equipment' tab, but I suppose you wanted to keep some free space for the multiple flaks of later U-boats, don't you? :03:
Yes...I have similar thoughts but than, we have periscopes, TDC, conning tower, and UZO all in one place so all "attacking " equipment is somewhat grouped...External equipment tap will be reserved for heavy "iron" stuff... Don't forget type VIIC/41- 2 light flaks, 1 heavy, deck gun +5slots for rudders/props/planes...
unnecessary EDIT:
Don't get picky to much or I will place diesel engine right next to the Captains bunk, let's see then how will you take a nap...:03::D
I don't get you here...
If we could start a mission with a damaged sub, that would create a whole new challenge. Given the amount of detailed damage a sub can now endure, this is now doable.
vdr1981
10-16-13, 08:26 AM
If we could start a mission with a damaged sub, that would create a whole new challenge. Given the amount of detailed damage a sub can now endure, this is now doable.
Idea is excellent and it isn't new...But ,I'm afraid that this is TDW's sector...
I also have some cool requests...like inability to refit at every single base, time delays while refitting, inability to use periscopes with flanks speed and so on...Those "little " changes would mean a LOT...
SnipersHunter
10-16-13, 08:39 AM
Hey can a fire break out with your mod i didnt testet it yet. If no i think it can be a nice feature
vdr1981
10-16-13, 08:43 AM
Hey can a fire break out with your mod i didnt testet it yet. If no i think it can be a nice feature
Hmm, no...But, you can suffer damage to the fuel tanks and lost fuel, but it wont ignite, unfortunately...:haha:
SnipersHunter
10-16-13, 08:52 AM
Okay:haha:
Idea is excellent and it isn't new...But ,I'm afraid that this is TDW's sector...
I also have some cool requests...like inability to refit at every single base, time delays while refitting, inability to use periscopes with flanks speed and so on...Those "little " changes would mean a LOT...
It would make planning a necessity instead of an afterthought. :yep: Can we destruct parts using commands from within the game, so we could do it with a script ?
vdr1981
10-16-13, 09:04 AM
Can we destruct parts using commands from within the game, so we could do it with a script ?
I think we can't....
If we could start a mission with a damaged sub, that would create a whole new challenge. Given the amount of detailed damage a sub can now endure, this is now doable.
A-hah you are looking for a Bernard (https://www.google.com/search?q=bernard+site%3Asubsim.com&oq=bernard+&aqs=chrome.1.69i57j69i59j0l4.5206j0j7&sourceid=chrome&espv=210&es_sm=93&ie=UTF-8) scenario! :haha: :up:
Most damages are stored in savegames. One could create a single mission and combine it with a savegame edited with the desired damage levels. There is shortcoming to this method though: end users should play the mission using the same mod loadout as the savegame creator.
Another possible way to implement your idea could be via script, but I am just speculating here... :hmm2:
A-hah you are looking for a Bernard (https://www.google.com/search?q=bernard+site%3Asubsim.com&oq=bernard+&aqs=chrome.1.69i57j69i59j0l4.5206j0j7&sourceid=chrome&espv=210&es_sm=93&ie=UTF-8) scenario! :haha: :up:
Most damages are stored in savegames. One could create a single mission and combine it with a savegame edited with the desired damage levels. There is shortcoming to this method though: end users should play the mission using the same mod loadout as the savegame creator.
Another possible way to implement your idea could be via script, but I am just speculating here... :hmm2:
Which files is damage stored in ? Creating a vbscript that edits textfiles is easy.. damaging a sub through savegame and reloading that savegame would work fine .. you can replay scenario's endlessly that way ^^
vdr1981
10-16-13, 01:01 PM
Type VIIC...Comparing to the default menu, I think this looks much more serious...
http://s6.postimg.org/yjrqnmsx9/SH5_Img_2013_10_16_19_22_41_resize.jpg (http://postimg.org/image/yjrqnmsx9/) http://s6.postimg.org/eb4d1wtm5/SH5_Img_2013_10_16_19_22_46_resize.jpg (http://postimg.org/image/eb4d1wtm5/) http://s6.postimg.org/x26ac2o6l/SH5_Img_2013_10_16_19_22_53_resize.jpg (http://postimg.org/image/x26ac2o6l/) http://s6.postimg.org/swvdq5qel/SH5_Img_2013_10_16_19_22_56_resize.jpg (http://postimg.org/image/swvdq5qel/) http://s6.postimg.org/g6r5d2igd/SH5_Img_2013_10_16_19_22_59_resize.jpg (http://postimg.org/image/g6r5d2igd/) http://s6.postimg.org/m8ys3k6wd/SH5_Img_2013_10_16_19_23_01_resize.jpg (http://postimg.org/image/m8ys3k6wd/)
SnipersHunter
10-16-13, 01:02 PM
Good job Herr Kaleu!
Mikemike47
10-16-13, 01:10 PM
Beautiful continuous work:salute:
Which files is damage stored in ?
I don't remember exactly, but Vecko should know it.
Creating a vbscript that edits textfiles is easy.. damaging a sub through savegame and reloading that savegame would work fine .. you can replay scenario's endlessly that way ^^
One could edit savegames manually, but a an application randomizing damage settings automatically would be even better. Probably the neatest way to implement the idea, would be codig it New UI's (similar to what was already done by TDW with mission settings). Everytime a mission is selected, a script should generate a savegame automatically, patch it with user defined or random damage settings, and load it when the 'start mission' button is clicked :hmm2:
Type VIIC...Comparing to the default menu, I think this looks much more serious...
Well done Vecko. Let me know if, due to your equipment rearrangement, Nauticalwolf's graphics need still for some touch-ups. Once finished with the brown version, I could repeat the same changes for the grey version. Also: those equipment damage labels need to be resized a bit and moved around. Personally I would make their boxes transparent or semi-transparent, and I would use a font which fits better the rest of the UI. Last: new connecting lines have to be placed back on the background textures. Multiply all the above tasks times 3 if you like my idea to support also stock and drifter's UIs. It is quite a lot of work. :doh: Don't hesitate asking for help, if you think that I can relieve you from some of the work on Menu Editor :up:
Which files is damage stored in ?
I don't remember exactly, but Vecko should know it.
I'll dig around, not that many anyway :p (just being lazy by asking before I look if I'm ruthlessly honest :p)
One could edit savegames manually, but a an application randomizing damage settings automatically would be even better. Probably the neatest way to implement the idea, would be codig it New UI's (similar to what was already done by TDW with mission settings). Everytime a mission is selected, a script should generate a savegame automatically, patch it with user defined or random damage settings, and load it when the 'start mission' button is clicked :hmm2:
One could, but many others cant. :huh::03:
Making it 'like TDW' is out of my league .. it would have to end up on his request list ... somewhere .... amongst thousands of other small and not so small requests :p
It would on the other hand not be too hard to program a nice gui to read and modify damage, based on a few profiles and/or a randomizer. It would be an external tool, but savedir is universaly reachable by using windows variables, and this it would be fool proof if I read the correct files and do my work half decent :p It would still take some time, but I can build that.
@vdr: looks good, clear and informative! :yeah:
lodebeard
10-16-13, 09:57 PM
(just being lazy by asking before I look if I'm ruthlessly honest :p)
My turn!!
Rather than read all 37 pages of this thread, I will instead put the question to you guys who have been watching this cool mod through its entire development. Is it known why this mod interferes with camouflage? I am unable to repaint my sub with this mod enabled.
My turn!!
Rather than read all 37 pages of this thread, I will instead put the question to you guys who have been watching this cool mod through its entire development. Is it known why this mod interferes with camouflage? I am unable to repaint my sub with this mod enabled.
Does removing the mod solves the issue? :hmmm:
I can be wrong, but I suspect that you problem has nothing to do with R.S.D: for some reaso camouflages have never fully worked :-?
vdr1981
10-17-13, 07:15 AM
My turn!!
Rather than read all 37 pages of this thread, I will instead put the question to you guys who have been watching this cool mod through its entire development. Is it known why this mod interferes with camouflage? I am unable to repaint my sub with this mod enabled.
This is not RSD related . I noticed that bug long before we start to work on this mod...It looks like they're misplaced or something...
@Plj
You'll find ActiveUserPlayerUnits.upc file inside your documents/SH5/data/cfg/Savegames/00000000* folder...I think, this file is responsible for storing damage levels.
vdr1981
10-17-13, 07:48 AM
Well done Vecko. Let me know if, due to your equipment rearrangement, Nauticalwolf's graphics need still for some touch-ups.
Tnx Gap! I decided that stock RSD will have NauticaWolf's textures (without lines) but it would be great if you could create en least one optional update which will add connecting lines,change boxes and pictures, add new font ect...
Also , I find solution for torpedo screens...NauticaWolf messed up a bit in the first place...Solution is to use default pageguns.ini, fliped submarin picture(pointing to the right) and torpedo miniatures from gray version (IIRC).
Submarine can be also pionted to the left, but then, torpedo loading animation will go from wrong direction...:yep:
@Plj
You'll find ActiveUserPlayerUnits.upc file inside your documents/SH5/data/cfg/Savegames/00000000* folder...I think, this file is responsible for storing damage levels.
Thanx :) Let's see how I can mangle that :woot::arrgh!::woot:
Tnx Gap! I decided that stock RSD will have NauticaWolf's textures (without lines) but it would be great if you could create en least one optional update which will add connecting lines,change boxes and pictures, add new font ect...
The decision is on you of course, but I would rather make the main version of R.S.D. compatible with stock UI. Unless you have got permission by Nauticalwolf for merging his mod with your one, R.S.D shouldn't replace the Damage and Torpedo UI Mod. In other words, the mod installation order should be:
Damage and Torpedo UI Mod
Reworked Submarine Damage
Compatibility patch
The same for drifter's mod.
Moreover, since you want a version without connecting lines, I don't see the point of using submarine section plans as background images. While taking up quite a lot of space their connection with the various compartments and equipments would result a bit obscure. We could use a notebook paper-like background, and sort equipments/damages as if it they were listed by the chief engineer in his damage report. I hope you see my point :03:
Also , I find solution for torpedo screens...NauticaWolf messed up a bit in the first place...Solution is to use default pageguns.ini, fliped submarin picture(pointing to the right) and torpedo miniatures from gray version (IIRC).
Submarine can be also pionted to the left, but then, torpedo loading animation will go from wrong direction...:yep:
If you trust me, let me to deal with "artistic" aspects (you yourself stated that you don't care much about them), and you won't regret about it :D
vdr1981
10-17-13, 12:53 PM
Unless you have got permission by Nauticalwolf for merging his mod with your one, R.S.D shouldn't replace the Damage and Torpedo UI Mod.
Gap,I agree everything , but because NauticaWolf already gave all permissions needed in his readme file I don't see any problem why not to merge main R.S.D. mod with his mod.
This is a Freeware mod and can be included or used with any other Freeware mods or mod packs, please give credit.
Please feel free to modify or include this mod in anyway. This Mod may not be included in any mod that is for sale.
After that, you can introduced even more modifications and I'm really eager to see what's your creations will look like, except maybe support for stock images...Those XXIII century , robotic look textures looks highly unrealistic and they should be erased from existence soon as possible!
Could you tell me more about your "damage report paper" idea ? This sound veeery interesting? :hmm2:
THE_MASK
10-17-13, 05:36 PM
I had a ctd when 2 planes fired guns at my sub and I had damage . I have no idea what is causing it so not picking on this mod in particular . Do you use the EXE Patcher damage zone debugging ? Creates a damagezones text file in SH5 folder that describes all the problems with the players units damage zones .
vdr1981
10-17-13, 05:37 PM
I'll upload v5.4 for testing purposes...
http://www.mediafire.com/download/t81g7g31ng0ogn1/R.S.D.+-+Reworked+Submarine+Damage+v5.4+by+vdr1981.rar
And give some grade to download section...That "B" is actually mine grade and looks like I'm tho only one who voted...:D
vdr1981
10-17-13, 05:38 PM
I had a ctd when 2 planes fired guns at my sub and I had damage . I have no idea what is causing it so not picking on this mod in particular . Do you use the EXE Patcher damage zone debugging ? Creates a damagezones text file in SH5 folder that describes all the problems with the players units damage zones .
shcollision. act CTD?
Test mission or campaign?
RSD version?
If test mission, which AI skill?
THE_MASK
10-17-13, 05:52 PM
shcollision. act CTD?
Test mission or campaign?
RSD version?
If test mission, which AI skill?Campaign , coastal waters .
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
Mikemike47
10-17-13, 05:53 PM
I'll upload v5.4 for testing purposes...
R.S.D.- Reworked Submarine Damage v5.4
And give some grade to download section...That "B" is actually mine grade and looks like I'm tho only one who voted...:D
No download link provided here. Checked post #1 , too.
vdr1981
10-17-13, 05:59 PM
No download link provided here. Checked post #1 , too.
Sry...
http://www.mediafire.com/download/t81g7g31ng0ogn1/R.S.D.+-+Reworked+Submarine+Damage+v5.4+by+vdr1981.rar (http://www.subsim.com/radioroom/downloads.php?do=file&id=4199)
vdr1981
10-17-13, 06:03 PM
Campaign , coastal waters .
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
Two planes? That must be SHcollision .act CTD. Can you confirm that?
If so, it's game bug which happens after fire is received from fast shooting guns. So far, problem was only masked behind 250HP for submarine...You should check page 17 of this thread...
THE_MASK
10-17-13, 06:28 PM
Two planes? That must be SHcollision .act CTD. Can you confirm that?
If so, it's game bug which happens after fire is received from fast shooting guns. So far, problem was only masked behind 250HP for submarine...You should check page 17 of this thread...How do I confirm that it is SHcollision .act CTD ?
Mikemike47
10-17-13, 07:24 PM
How do I confirm that it is SHcollision .act CTD ?
debugview if using New UIs with TDC in the data\application folder. Dbgview can give a clue where to look but does not really pinpoint the CTD.
Eventviewer helps.
lodebeard
10-17-13, 08:22 PM
Does removing the mod solves the issue? :hmmm:
I can be wrong, but I suspect that you problem has nothing to do with R.S.D: for some reaso camouflages have never fully worked :-?
Removing the mod solves the issue. I have identified two mods in my list which break camouflage. RSD and 'SH5 longer repairs V1'. I did exhaustive testing with a new campaign every time. With nothing else installed but for Equipment Upgrades and sober's available by dates v9, both longer repairs and RSD (v4 through 5.2) break the camo. I removed and added both mods individually multiple times to be sure. Although it seems only the first of the three camo options seem to work at all.
I am wondering if, since RSD and Longer Repairs both affect how long repairs take, if they perhaps make a paint job take longer than it allows my sub to stay in the bunker?
lodebeard
10-17-13, 09:02 PM
This is not RSD related . I noticed that bug long before we start to work on this mod...It looks like they're misplaced or something.
I do love your work on RSD, thank you so much!! But RSD is definitely involved in causing my issue. Look:
Each of these is a new campaign on a new profile. I changed nothing else. Every mouse click and button press was done in exactly the same order in both examples:
First with no RSD:
http://i.imgur.com/A5aRP8P.jpg
Then with RSD v5.2:
http://i.imgur.com/8DAoGRL.jpg
Edit - I should also add that last night I did the same test with v4 and v5.1. My pictured example above is v5.2. I have not tested v5.3 or higher.
lodebeard
10-17-13, 09:47 PM
Well this is damn peculiar - I just finished repeating the same test with versions 5.3 and 5.4. I expected no change, but for thoroughness' sake I did it anyway. I was quite surprised to find that camouflage worked with v5.4. So naturally I repeated the test twice more :P
Something in your 5.4 build fixed it...what the heck could it be i wonder? :hmm2:
vdr1981
10-17-13, 10:26 PM
Well this is damn peculiar - I just finished repeating the same test with versions 5.3 and 5.4. I expected no change, but for thoroughness' sake I did it anyway. I was quite surprised to find that camouflage worked with v5.4. So naturally I repeated the test twice more :P
Something in your 5.4 build fixed it...what the heck could it be i wonder? :hmm2:
I understand now...Newest version of Rongels longer repair times, which is contained in v5.4., fixed this issue...:yep:
lodebeard
10-17-13, 10:51 PM
Cool! I knew it must have to do with repair times, since SH5 longer repair times v1 also broke the camo.
I like it when problems fix themselves :)
Does 5.4 accidentally/magically fix the backward submarine in the torp management screen by any chance?
vdr1981
10-17-13, 10:57 PM
Cool! I knew it must have to do with repair times, since SH5 longer repair times v1 also broke the camo.
I like it when problems fix themselves :)
Does 5.4 accidentally/magically fix the backward submarine in the torp management screen by any chance?
Why don't you check it and tell us...:D Just kidding...It does...
lodebeard
10-17-13, 11:08 PM
Nice! Sounds like 5.4 is worth me restarting my 4.0 campaign :) :)
Thanks again for all the love you're putting in for this mod.
~S~
Gap,I agree everything , but because NauticaWolf already gave all permissions needed in his readme file I don't see any problem why not to merge main R.S.D. mod with his mod.
From Nauticalwolf's readme: :up:
DISCLAIMER:
This is a Freeware mod and can be included or used with any other Freeware mods or mod packs, please give credit.
Please feel free to modify or include this mod in anyway. This Mod may not be included in any mod that is for sale.
You were right. I am sorry if it looks that I am nitpicking, but I am alway a bit reluctant when it comes to release my modifications of other's stuff. I hope you understand me :)
After that, you can introduced even more modifications and I'm really eager to see what's your creations will look like, except maybe support for stock images...Those XXIII century , robotic look textures looks highly unrealistic and they should be erased from existence soon as possible!
Okay, this leaves us with just two options: Nauticalwolf's and Drifter's UIs. Lesser work for us :D
Could you tell me more about your "damage report paper" idea ? This sound veeery interesting? :hmm2:
Maybe in future. The "notebook" concept is an idea which crossed my mind for solving the issue of too many boxes, lines and pictures cramped in a too little space, but I don't know how well it would match the rest of the game interface. The two UI's I mentioned before look both awesome, and for the time being I want to focus on them, trying to retain as much of their original style as possible (fonts, colors and u-boat/torpedo orientation included). Maybe I will try resizing a bit equipment boxes' size, and of course I will move them around to make them to fit better any empty space. If I succeed in this task, I don't see reason for introducing another option.
By the way: are there any equipments that you need still to add/remove or rearrange? I will start my work when you are almost sure that no major changes are going to happen :salute:
Removing the mod solves the issue. I have identified two mods in my list which break camouflage. RSD and 'SH5 longer repairs V1'....
Well this is damn peculiar - I just finished repeating the same test with versions 5.3 and 5.4. I expected no change, but for thoroughness' sake I did it anyway. I was quite surprised to find that camouflage worked with v5.4....
I understand now...Newest version of Rongels longer repair times, which is contained in v5.4., fixed this issue...:yep:
Hehe, when I read lodebeard's report of yesterday night I was too tired to reply, but a second after switching off my computer the same answer popped to my mind. Glad you anticipated me :up:
vdr1981
10-18-13, 08:20 AM
Okay, this leaves us with just two options: Nauticalwolf's and Drifter's UIs. Lesser work for us :D
:up:
Now , I would like to confront with SHcollision.act CTD...:yep:
Which value from gunsradars.sim controls rate of fire for AI AA guns?
And, regarding spreadsheet you gave me ,are those default game settings or modified by you? Some guns have really strange values, like elevation speeds 180 degr.per sec.?
:up:
Now , I would like to confront with SHcollision.act CTD...:yep:
Which value from gunsradars.sim controls rate of fire for AI AA guns?
There is not such a thing as a "rate of fire" setting in wpn cannon controllers. The two parameters you should look in are Recoiltime (it affects continuous rate of fire), and Reloadtime. Both of them, combined with Clip size, detemine the practical rate of fire. For the SHcollision.act CTD I think only Recoiltime of machine guns is relevant :03:
P.S: have you tried with no Fx Update enabled, or with FXU combined with Rongel's patch (the one removing AA bullet particles)?
And, regarding spreadsheet you gave me ,are those default game settings or modified by you? Some guns have really strange values, like elevation speeds 180 degr.per sec.?
In the Gun Settings tab there are two row for each gun. The first row contains vanilla settings. The second one is for my suggested settings (based on real specs; the might require some adjustements though).
The 180 dps elevation speed that you are talking about probably refers to the stock setting for playable Flak guns.
Reworked U-boat Guns reduces them. Heavily. :yep:
vdr1981
10-18-13, 09:13 AM
I dont think that FXU or particles effect are involved because there are no any affect while sub is taking damage, no explosions, no pieces of metal flying around, nothing...Only water splashes...
I got it now...
We have recoil time - fire rate
clip size- burst lenght
and reload time- time between bursts
Edit: What about planes guns? SHcollision.act is most pronounced when high skill plane strafing submarine because they have the highest firing rate of all guns in the game. I can replicate it every time...If i use veteran plane in my test missions, i don't get SHcollision.act CTD , but if plane is 'elite', all I need is 1-2 bursts and there goes CTD...
SnipersHunter
10-18-13, 10:07 AM
Is the V 5.4 a beta?
vdr1981
10-18-13, 10:19 AM
Is the V 5.4 a beta?
Everything regarding SH5 is "beta", which is actually a good thing because SH5 is originally released as "alpha"...:)
SnipersHunter
10-18-13, 10:24 AM
:har:
...Only water splashes...
Probably unrelated, but you should try replacing DynEnv's data\Textures\TNormal\tex\water_splash_anim.dds with a resized copy of the same file contained in the Main Mod Low Resolution Patch. If you notice a partial benefit from it, I can reduce it even further. :hmm2:
I got it now...
We have recoil time - fire rate
clip size- burst lenght
and reload time- time between bursts
cyclic RoF per barrel = 60 / (recoil time x number of barrels)
practical RoF per barrel = 60 / (recoil time x number of barrels + reload time / clip size) :know:
vdr1981
10-18-13, 10:51 AM
Hold on...I think I'm onto something...:)
I had a ctd when 2 planes fired guns at my sub and I had damage . I have no idea what is causing it so not picking on this mod in particular . Do you use the EXE Patcher damage zone debugging ? Creates a damagezones text file in SH5 folder that describes all the problems with the players units damage zones .
I could bet in 5 bucks you have this patch enabled, right?
http://s6.postimg.org/votcoqqy9/Capture.jpg
Everything regarding SH5 is "beta", which is actually a good thing because SH5 is originally released as "alpha"...:)
Good point! :rotfl2:
vdr1981
10-18-13, 01:04 PM
Ahhh my happiness:yeah:, tell me Gap, is there a person who knows better this game then you?
You were right! Not a singele SHcollision CTD with bullet sparks test mod on board! As I remove Bullet spark test, there's CTD after 30-40 sec. of intensive engagement! 110% proven and easy testable...
We must note community about this...
Trevally.
10-18-13, 01:21 PM
Ahhh my happiness:yeah:, tell me Gap, is there a person who knows better this game then you?
You were right! Not a singele SHcollision CTD with bullet sparks test mod on board! As I remove Bullet spark test, there's CTD after 30-40 sec. of intensive engagement! 110% proven and easy testable...
We must note community about this...
Well done guys:yeah:
This could also be the fix for ctd when air patrols attack harbours.
If so - this could set the way to add some nice effects to harbours later in the war
vdr1981
10-18-13, 01:26 PM
Probably...But still , this is a bit of mystery for me...Why bullet effects cause SHcollision CTD when there aren't any while submarine is engaged?! :doh:
Just for the record, I tested with all TDW SHcolission patches enabled, so they aren't problematic...
vdr1981
10-18-13, 02:04 PM
v5.4 Modifications:
- Fixed torpedo screen bug
- Damage menu functionally rearranged, regarding equipment's purpose.
- Removed incorrectly placed connecting lines form submarine pictures (Tnx GAP!:yeah: )
- Rongel's changes for equipment.upc also fixes older bug when player couldn't select desired camouflage for submarine. Tumb Up Rongel! :up:
- Added irreparable "hull integrity" for every individual compartment
- Red distress flare effect "turned on" again
- Revised HP/AP and repair times settings for the equipment
- Used different repair logic for submarine batteries, batteries are repairable but only certain percentage of their capacity can be retrieved. In other words, crew can repair only what's left of batteries...
- Save bug even more subdued with introduction of newly added savable zones which will act like "damage collectors" . This effects equipment which shouldn't be repairable at open seas, like planes, rudders, Shafts, GHG/ Balkon Great receivers ect.
[under construction:03:]
New campaign is needed.
Here's change log for v5.4...Small of topic, is it possible to use "spoilers" at subsim?
Ahhh my happiness:yeah:, tell me Gap, is there a person who knows better this game then you?
Many of them: TDW, Trevally, Rongel, Sober, Targor, Volodya... and several others. The list is quite long, and mentioning all of them would make a long post. Enough to say that anyone of them has his sector of expertise, and a big part of what I know, I know from them. :yep:
Here's change log for v5.4...Small of topic, is it possible to use "spoilers" at subsim?
Do you mean a tag for making parts of text hidden? Never seed such a thing in subsim forums.
You were right! Not a singele SHcollision CTD with bullet sparks test mod on board! As I remove Bullet spark test, there's CTD after 30-40 sec. of intensive engagement! 110% proven and easy testable...
We must note community about this...
:rock: :woot:
Credit to Rongel, for having deviced that patch. Now I think we should focus on toning down FXU's flares...
...this is a bit of mystery for me...Why bullet effects cause SHcollision CTD when there aren't any while submarine is engaged?! :doh:
I don't have an answer right now: I should have a close look into FXU's files first, but it is likely that the answer to your question might also tell us why a collision act eception whas thrown.
Well done guys:yeah:
This could also be the fix for ctd when air patrols attack harbours.
If so - this could set the way to add some nice effects to harbours later in the war
Yes, I hope so, can't wait for your updates :D
vdr1981
10-18-13, 03:45 PM
Ahhh my happiness:yeah:, tell me Gap, is there a person who knows better this game then you?
Many of them: TDW, Trevally, Rongel, Sober, Targor, Volodya... and several others. The list is quite long, and mentioning all of them would make a long post. Enough to say that anyone of them has his sector of expertise, and a big part of what I know, I know from them. :yep:
I didn't mean to offend anyone...It was just my euphoria...:)
volodya61
10-18-13, 03:57 PM
..Small of topic, is it possible to use "spoilers" at subsim?
Do you mean a tag for making parts of text hidden? Never seed such a thing in subsim forums.
It's old forum's engine that we have here - vBulletin® Version 3.8.4..
As I know, the newer engine versions, since v4, have spoiler option..
Here we can use only 'code' tags so far..
I didn't mean to offend anyone...It was just my euphoria...:)
I think no one felt offended. :) :up:
It's old forum's engine that we have here - vBulletin® Version 3.8.4..
As I know, the newer engine versions, since v4, have spoiler option..
Here we can use only 'code' tags so far..
I am perfect ignorant on this topic. A revamp of the forum section would be well and good, but I think it would also cost a not so good amount of money :haha:
Mikemike47
10-18-13, 09:33 PM
Do you mean a tag for making parts of text hidden? Never seed such a thing in subsim forums.
What does seed mean? I can not draw a meaning from the context given.
What does seed mean? I can not draw a meaning from the context given.
ops, sorry: mistyped for "seen" :03:
Hold on...I think I'm onto something...:)
I could bet in 5 bucks you have this patch enabled, right?
http://s6.postimg.org/votcoqqy9/Capture.jpg
Hi, vdr1981!
Can you please confirm that we should disable this option in Patcher?
As far as I know it should be enabled together with Collateral Damage.
If so should we then disable both options and use only your mod? Did I get it right?:doh:
vdr1981
10-20-13, 01:17 PM
Hi, vdr1981!
Can you please confirm that we should disable this option in Patcher?
As far as I know it should be enabled together with Collateral Damage.
If so should we then disable both options and use only your mod? Did I get it right?:doh:
No, patches are OK, just use Rongel bullet spark test add-on, you can find it in Sobers mega mod list...
No, patches are OK, just use Rongel bullet spark test add-on, you can find it in Sobers mega mod list...
Many thanks:up:
THE_MASK
10-24-13, 06:05 PM
This mod really changes the way I play the game :up: in a realistic tension filled way .
lodebeard
10-24-13, 08:52 PM
This mod really changes the way I play the game :up: in a realistic tension filled way .
Amen. It's a great mod :)
@ Vecko
Just to be sure: when you added new zone controllers to some equipments, you made sure to remove old controllers from the zon files you used as template, or you remapped the Id's of any "recycled" controller. Didn't you?
I am sorry for asking, but with this discussion about random ctd's still going on, and with RSD being mentioned at times as a possible source of crashes, I want to clear any possible doubt away from your brilliant mod :salute:
@ Vecko
Just to be sure: when you added new zone controllers to some equipments, you made sure to remove old controllers from the zon files you used as template, or you remapped the Id's of any "recycled" controller. Didn't you?
I am sorry for asking, but with this discussion about random ctd's still going on, and with RSD being mentioned at times as a possible source of crashes, I want to clear any possible doubt away from your brilliant mod :salute:
In NO investigation was RSD every found to be the issue. It was assumed to be the issue because it was the newest addition to a list. All my CTD's happen with or without RSD. The Silentotto CTD thing just went away .. and was the closest to being able to blame CTD's on RSD.
Given the fact it's not possible to replicate these CTD's where RSD would be the culprit, it cant be that.
vdr1981
10-25-13, 04:31 AM
@ Vecko
Just to be sure: when you added new zone controllers to some equipments, you made sure to remove old controllers from the zon files you used as template, or you remapped the Id's of any "recycled" controller. Didn't you?
I am sorry for asking, but with this discussion about random ctd's still going on, and with RSD being mentioned at times as a possible source of crashes, I want to clear any possible doubt away from your brilliant mod :salute:
If I understood problematic correctly , controllers ID is randomly generated when new controller is added via goblin editor, right? So I only did just that...I never used some controller as "template" (i don't think that's even possible), or copy-paste, or something.
In short, I added new controllers to existing .zon files with goblin, when I added new .zon file, I took some other zon file, copy/rename and remove all existing zon controllers(s3d)/save and then I add new controllers with goblin...
Because newly generated ID is very large number, how big are chances that it can be matched with some existing ID, it's almost like braking Enigma code, although, Enigma was eventually broken, but through different processes...:D
Maybe I misunderstood you completely regarding this issue? Can you do some checks in s3d?
In NO investigation was RSD every found to be the issue...
I am glad about it, but when I said that RSD is being mentioned, I didn't mean that it was during your "stubborn ctd hunt" :03:
If I understood problematic correctly , controllers ID is randomly generated when new controller is added via goblin editor, right?
Good question: they should, but I have really no idea about it. :hmmm:
So I only did just that...I never used some controller as "template" (i don't think that's even possible), or copy-paste, or something.
In short, I added new controllers to existing .zon files with goblin, when I added new .zon file, I took some other zon file, copy/rename and remove all existing zon controllers(s3d)/save and then I add new controllers with goblin...
Okay, you have already answered my question. The method you have followed is unexceptionable :up:
Because newly generated ID is very large number...
18,446,744,073,709,552,000 to be exact :doh:
...how big are chances that it can be matched with some existing ID...
practically null. But s-h-i-t happens and, with a muuuuuch mooooore significant frequency, the human error is always around the corner.
This is why I asked :D
I am glad about it, but when I said that RSD is being mentioned, I didn't mean that it was during your "stubborn ctd hunt" :03:
I'm not either. None of the CTD's that have been reported since version 4 or up (dunno about previous cba to look) where connectable to RSD as none of them where reliably reproduceable while modlists where identical. This rules out RSD.
Please correct me if I'm wrong on this ?
unexceptionable :up:I love that word .. at first I thought your messing up English .. so googled it .. and learned a new word :yeah:
18,446,744,073,709,552,000 to be exact :doh:
Is there a chance that in certain scenarios a number gets initialized that does not fit into the type it has to fit ? An integer for instance only fits 2,147,483,647 ... this could corrupt values and cause devide by 0's if not handled correctly .. :06:
I'm not either. None of the CTD's that have been reported since version 4 or up (dunno about previous cba to look) where connectable to RSD as none of them where reliably reproduceable while modlists where identical. This rules out RSD.
Please correct me if I'm wrong on this ?
Your reasoning is unexceptionable :D
Is there a chance that in certain scenarios a number gets initialized that does not fit into the type it has to fit ? An integer for instance only fits 2,147,483,647 ... this could corrupt values and cause devide by 0's if not handled correctly .. :06:
If you are talking about Unique Id's and parent Id's, my answer is no. They are just another way to create a reference to objects and controllers in game. The game doesn't "initialize" them, neither it performs calculations based on them; it just checks and compares them to know which controller goes where, and to determine the hierarchy of nested items. Just like Goblin Editor does for displaying the 'project tree'.
In other words, the chance of Id's being loaded under a wrong numerical format is, to the best of my knowledge, the same of a file name getting corrupted in memory: theoretically possible, but there are much more likely causes for the random crashes you are trying to track down. :yep:
vdr1981
10-25-13, 08:07 AM
This mod really changes the way I play the game :up: in a realistic tension filled way .
Amen. It's a great mod :)
I'm really glad you like it! :)
Please, feel free to post some suggestions regarding equipment damage durability...
Also, you'll see that sometimes you'll get strange damage readings, for example, you''ll take 30% damage to engine room pressure hull and 0% to engine room hull integrity which is a bit strange...It's because of TDW "collateral damage" patch which introduce some randomness. Without it, damage calculations are much more logical and correct, but I kind of like a dose of randomness so for now I'm sailing with patch enabled...
This is, to me, one of those mods that I can not do without for the simple reason that it takes gameplay to a whole new level. Previously, some damage was acceptable and no big deal .. right now it could be the difference between life and death .. which is how it should be.
A sub is a glass-cannon .. now it feels like that.
vdr1981
10-25-13, 11:57 AM
A sub is a glass-cannon .. now it feels like that.
Well spoken! That is the essence...:up:
I'm not feeling any regret when I say that default damage modeling was so dumbed down it was insulting . Except one invisible "health bar" presented in so called "hull integrity" and damage for engine and batteries, there was nothing else... In the matter of fact, the damn submarine couldn't be sunken at all...:doh: In short, developers did nothing...:nope:
Because of this, we got set of connected bugs, like destroyers blowing them self ect. DC strength and range was enormously increased just to produce some kind of damage to the submarine (to drown down health bar) and the side effect was more damage for the destroyer than for player sub, because damage modeling for destroyers was more advanced (enleast , they could loose their DC racks...) .
Now, this effect is subdued and DC use accurate historical ranges . Often, you'll find your self sweating and praying 70m bellow... :yep:
Often, you'll find your self sweating and praying 70m bellow... :yep:
....if I even get there intact enough to be able to return topside, then yes .. evasion just got real :rock:
vdr1981
10-27-13, 03:18 AM
Because of the known bug with strange camera behavior if you accidentally click on UZO station after it's been destroyed I'll upload small optional patch which will make UZO actually indestructible...
However, because UZO destruction is, from some reason, my favorite damage, I'll continue to sail without this patch on board...:)
Check download section of the first post...
SnipersHunter
10-28-13, 03:25 AM
Didnt they took the uzo in the boat they just took at on the bridge if they need it in real life? When its in the boat it cant get damage so...
vdr1981
10-29-13, 12:26 PM
I would like to try to simulate ballast tanks damage but before that I will need some technical clarifications...For a start, here's few questions for subsim's experts...:)
- Can someone explain to me, in short terms, how would damage to the ballast tank actually look and feel like?
- How many ballast tanks Type VII actually had, 1 or 2?
- Capacity of ballast tanks(s), tons of sea water?
- Position of tanks?
- Ballast tanks resistance to small caliber weapons ,like airplane machine guns and and AA guns?
This might help ? http://www.uboatarchive.net/Manual.htm
A damaged balast tank would mean one taking in water ... you'd have to pump water out constantly in order to stay at the same depth. It would thus also drain your compressed air.
They have 5, according to the manual. 2 of which are reserves and used for fuel oil reserves as well. See page 37 and on. That manual contains a wealth of info for RSD btw ;)
I would like to try to simulate ballast tanks damage...
This might help ? http://www.uboatarchive.net/Manual.htm
:up:
vdr1981
11-01-13, 10:42 AM
Work in progress! One more reason to clear the surface in case of enemy air attack, pretty soon...:03:
http://s6.postimg.org/r4buymlm9/SH5_Img_2013_11_01_16_14_02.jpg http://s6.postimg.org/jcv502hgx/SH5_Img_2013_11_01_16_14_10.jpg
External ballast tanks will be highly sensitive to enemy fire, even on smaller calibers and they wont be repairable at open seas. Even with all external tanks destroyed and flooded, submarine will still have necessary buoyancy to stay on surface, however, underwater operations will be significantly effected, from minor maintaining depth problems to complete inability to perform any kind of underwater operations.
P.S. Plj, the manual really rocks! :yeah:
Work in progress! One more reason to clear the surface in case of enemy air attack, pretty soon...:03:
:yeah:
Mikemike47
11-01-13, 01:05 PM
Work in progress! One more reason to clear the surface in case of enemy air attack, pretty soon...:03:
:yeah:
:yeah:
:salute::D
vdr1981
11-02-13, 09:07 AM
I think I'm almost done with type VIIB, if you like I can upload test mod so you can test it in various missions?
THE_MASK
11-02-13, 05:53 PM
How does this mod change my gameplay !
Now i tend to travel at night on the surface and hide below during the day because of aeroplanes if i am near an airbase .
I am not likely to raid ports whereas before without the mod it was common practise .
I dont want to be discovered by unknown ships and my position radioed in if i am near ports .
If i encounter enemy ships i will dive and do a hydrophone check to see if there are no escorts around whereas before most times i didnt bother .
On sighting planes it is an immidiate crash dive so i do a lot of depth checking . Hydrophone checking then depth checking whereas before the mod i wouldnt bother .
I am very nervous about attacking ships on the surface now so i use torpedoes whenever possible whereas before without this mod i would attack ships with the deck gun all the time .
I now tend to really plan my routes staying well away from the coast and air space whenever planning a route .
vdr1981
11-03-13, 03:39 AM
How does this mod change my gameplay !
Now i tend to travel at night on the surface and hide below during the day because of aeroplanes if i am near an airbase .
I am not likely to raid ports whereas before without the mod it was common practise .
I dont want to be discovered by unknown ships and my position radioed in if i am near ports .
If i encounter enemy ships i will dive and do a hydrophone check to see if there are no escorts around whereas before most times i didnt bother .
On sighting planes it is an immidiate crash dive so i do a lot of depth checking . Hydrophone checking then depth checking whereas before the mod i wouldnt bother .
I am very nervous about attacking ships on the surface now so i use torpedoes whenever possible whereas before without this mod i would attack ships with the deck gun all the time .
I now tend to really plan my routes staying well away from the coast and air space whenever planning a route .
Heh, when I saw that large font i was like "crap, something is broken again"...:D
Luckily, it is not... :cool:
Trevally.
11-03-13, 08:17 AM
How does this mod change my gameplay !
Now i tend to travel at night on the surface and hide below during the day because of aeroplanes if i am near an airbase .
I am not likely to raid ports whereas before without the mod it was common practise .
I dont want to be discovered by unknown ships and my position radioed in if i am near ports .
If i encounter enemy ships i will dive and do a hydrophone check to see if there are no escorts around whereas before most times i didnt bother .
On sighting planes it is an immidiate crash dive so i do a lot of depth checking . Hydrophone checking then depth checking whereas before the mod i wouldnt bother .
I am very nervous about attacking ships on the surface now so i use torpedoes whenever possible whereas before without this mod i would attack ships with the deck gun all the time .
I now tend to really plan my routes staying well away from the coast and air space whenever planning a route .
Heh, when I saw that large font i was like "crap, something is broken again"...:D
Luckily, it is not... :cool:
Sounds great - cant wait to try:sunny:
THE_MASK
11-06-13, 01:09 AM
http://www.youtube.com/watch?v=M2RyqWIcjB4
vdr1981
11-06-13, 09:37 AM
http://www.youtube.com/watch?v=M2RyqWIcjB4
It looks like video montage for me...:hmmm:
vdr1981
11-11-13, 12:49 PM
Work in progress!
External ballast tanks will be highly sensitive to enemy fire, even on smaller calibers and they wont be repairable at open seas. Even with all external tanks destroyed and flooded, submarine will still have necessary buoyancy to stay on surface, however, underwater operations will be significantly effected, from minor maintaining depth problems to complete inability to perform any kind of underwater operations.
P.S. Plj, the manual really rocks! :yeah:
I'm afraid I must to give up from external ballast tanks concept.
Leakage into external tanks with the boat surfaced (Table 1).
Leaks into external tanks are not dangerous for the boat. The reserve buoyancy in each case gives enough displacement, which also is not affected by trim change. In the case of flooding all external main ballast tanks, and main ballast and reserve fuel oil tanks, including regulating tanks, regulating and reserve fuel oil tanks, and negative buoyancy tanks, the pressure-proof main ballast tank 3 gives enough displacement of 47.00 m³ with level immersion.
The buoyancy when external tanks are flooded is (values are rounded, regulating tanks, regulating and reserve fuel oil tanks, and negative buoyancy tanks are half full):
This is not possible to simulate in SH5 because we do not have access to manual controls for submarine ballast tank and dive planes. I can simulate extra weigh cause by flooded external ballast tanks but problems will start if you try to dive in these conditions.
Mikemike47
11-11-13, 10:36 PM
I'm afraid I must to give up from external ballast tanks concept.
This is not possible to simulate in SH5 because we do not have access to manual controls for submarine ballast tank and dive planes. I can simulate extra weigh cause by flooded external ballast tanks but problems will start if you try to dive in these conditions.
That is fine. We shall survive without ballast tank and dive planes.
We love your dedication and enthusiasm. You gave us something better that Ubisoft did not finish. :yeah: Something is better than nothing. Thank you for your hard work and all others :arrgh!::salute:that helped on this project.
@ Vecko
can you please have a look at the following chart? It contain a little piece of information that you might be interested in :03:
https://docs.google.com/spreadsheet/ccc?key=0Ar__9ltm8QEmdHgwTm5famJMcnZNMWtDZUh0RFAxS lE&usp=sharing
vdr1981
11-14-13, 12:37 PM
Tnx Gap and as always, very professional ...:up:
One depth charge near your boat and only trained ear of sonar man will be able to hear something...One more , and you can say good bay to KDB until you reach home base... :03:
One depth charge near your boat and only trained ear of sonar man will be able to hear something...One more , and you can say good bay to KDB until you reach home base... :03:
:sign_yeah:
also notice that the KDB couldn't stand diving depths beyond ~100 m. There are ways to simulate it, through the 'Crash Depth' zone property, but you should create a new zone for the KDB alone. :yep:
Now combining KDB's vulnerability with the ability to fit it together with the GHG, would be very cool: if either of them gets destroyed\damaged, you can still rely on the other (unless you manage to destroy it as well :O:). I am going to create a quick patch for testing this possibility in game. Fingers crossed :up:
vdr1981
11-14-13, 01:29 PM
:sign_yeah:
also notice that the KDB couldn't stand diving depths beyond ~100 m. There are ways to simulate it, through the 'Crash Depth' zone property, but you should create a new zone for the KDB alone. :yep:
Now combining KDB's vulnerability with the ability to fit it together with the GHG, would be very cool: if either of them gets destroyed\damaged, you can still rely on the other (unless you manage to destroy it as well :O:). I am going to create a quick patch for testing this possibility in game. Fingers crossed :up:
Cpy Gap!
I never had luck with crash depth value form zones.cfg, it looks like it only works with AI units, but I'm still testing that...
Right now I'm experimenting with "colisionable object" controller for KDB object...
I never had luck with crash depth value form zones.cfg, it looks like it only works with AI units, but I'm still testing that...
:-?
Right now I'm experimenting with "colisionable object" controller for KDB object...
Never seen this controller used elsewhere than on unit root nodes, but worth a try anyway :up:
vdr1981
11-14-13, 02:31 PM
Nice..."Crash depth" works fine, I dont know what I was testing before, maybe I tried to apply it to special zone ID...Who knows...:D
I got some interesting preliminary results regarding colisionable obj. controller applied to KDB main node, like damage taken from water pressure/depth...
I think this will work...One way or the other, KDB will be killed when submerged to deep... :03:
http://s6.postimg.org/gwtvgo5bl/SH5_Img_2013_11_14_20_17_52.jpg
Nice..."Crash depth" works fine, I dont know what I was testing before, maybe I tried to apply it to special zone ID...Who knows...:D
I got some interesting preliminary results regarding colisionable obj. controller applied to KDB main node, like damage taken from water pressure/depth...
I think this will work...One way or the other, KDB will be killed when submerged to deep... :03:
:up: :woot:
Does the KDB get destroyed as soon as you reach the set depth? If possible, it would be cool if it took gradual damage :03:
...you should create a new zone for the KDB alone...
No need for it. While digging in upcge files for hydrophone settings, I have noticed that the GHG/Balkon slot got the zone ID #139 assigned (UHydrophReceivers), whereas the KDB uses the zone ID 209 (UKDBReceivers). I think you can safely use them on sensors' 3d models as well.
On a side note, I have finally discovered how equipment linking bones on U-boat 3d models, are connected with equipment slots in upcge files: for each slot there is an ExternalNodeName3D entry, pointing to the corresponding bone. I wonder how I had missed it before :doh: For hydrophones we have:
;------------------------------------------------------------
; RADIO ROOM
;------------------------------------------------------------
ID= EqSlot41
NameDisplayable= Hydrophone-Apparatus-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpGhGStation
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 49
GUIPlaceHolderIndex= 1
GeneralDescription= Hydrophone-Apparatus-General-Description
TechnicalDescription= Hydrophone-Apparatus-Tehnical-Description
...
;------------------------------------------------------------
; BOW TORPEDO
;------------------------------------------------------------
[UserPlayerUnit 1.Compartment 7.EquipmentSlot 3]
ID= EqSlot53
NameDisplayable= Hydrophone-Receivers-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpGHG
ExternalNodeName3D= H01
ExternalDamageZoneTypeID3D= 139
GUIPlaceHolderIndex= 4
GeneralDescription= Hydrophone-Receivers-EquipmentSlot-General-Description
TechnicalDescription= Hydrophone-Receivers-EquipmentSlot-Tehnical-Description
[UserPlayerUnit 1.Compartment 7.EquipmentSlot 4]
ID= EqSlot54
NameDisplayable= Hydrophone-Receivers-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= H02
ExternalDamageZoneTypeID3D= 209
The first slot is used for the hydrophone station. Its ExternalNodeName3D (marked in orange) is set to 'NULL', because that station doesn't require any linking node, being internal to the radioroom. The second and the third slots are used respectively for GHG/Balkon and for KDB sensors, and their ExternalNodeName3D settings point exactly to the nodes H1 and H2, which are the hardpoints where those equipments get attached on boat's hull. :yep:
Also notable is the usage of the IDLinkEquipmentIntervalDefault lines (in green). They are used for setting the equipment fitted by default aboard any new boat; the first and the second slots are set respectively to 'EqpGhGStation' and 'EqpGhG', because the GHG is the default hydrophone; the third slot is set to 'NULL' because it is empty by default, and it requires the selection of an upgrade for being "filled up". The names used here are the equipment ID's set in Equipment.upc, marked in blue below:
;Hydrophones
;================================================= ================================================== =========
[Equipment 24]
ID=EqpGhGStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 25]
ID=EqpGHG
NameDisplayable= GHG
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= GHG9,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 26]
ID=EqpKdbStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 27]
ID=EqpKDB
NameDisplayable= KDB
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= KDB_type9,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 28]
ID=EqpBalkonGerat
NameDisplayable= Balkon Gerat
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= BalkonGerat,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 29]
ID=EqpBalkonGeratStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
Also note that the third slot is missing its GUIPlaceHolderIndex. If you wanted the KDB sensor to be displayed in the damage UI, you should add it and set it to an unused UI slot... but I bet that you have done it already :03:
There is more: how do the game know which equipment slots are involved for each upgrade? We should take a look in the UpgradePackSlot and FunctionalSubsystem sections of each upcge file:
;************************************************* ***********
;
; UpgradePackSlot
;
;************************************************* ***********
[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgHydrophone
NameDisplayable= UpgSlotHydrophone-Name
Type=NULL
AcceptedTypes= UboatType7Hydrophone
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqSlot41, EqSlot53, EqSlot54
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, UpackUb7GHG
;IDLinkUpgradePackSlotsIntervalDefault2= 1941-01-01, 1945-12-31, UpackUb7KDB
;IDLinkUpgradePackSlotsIntervalDefault3= 1941-01-01, 1945-12-31, UpackUb7Balkon
...
;************************************************* ***********
;
; FunctionalSubsystem
;
;************************************************* ***********
[UserPlayerUnit 1.FunctionalSubsystem 8]
ID= ListeningGear
NameDisplayable= Hydrophone
FunctionalType= SensorHydrophone
IDLinkFunctionalSubsystemSlots= EqSlot41, 1, EqSlot53, 0, EqSlot54, 0
You see? The slots are called here by their ID. I don't know what the numbers beside each slot in the FunctionalSubsystem are meant for, but discovering it shouldn't be too hard. You should take note of the slots order used in the above sections because it is the same used in UpgradePacks.upc:
; Hydrophone-Sonar
;================================================= ========
[UpgradePack 3]
ID= UpackUb7GHG
NameDisplayable=UpackIXGHG-Name
Info=UpackIXGHG-Info
Notes=UpackIXGHG-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=19
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1000
IDLinkUpgradePackElements= EqpGhGStation, EqpGHG, NULL
TrackingID=500
[UpgradePack 4]
ID= UpackUb7KDB
NameDisplayable=UpackIXKDB-Name
Info=UpackIXKDB-Info
Notes=UpackIXKDB-Note
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=12
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-09-01, NULL, 2000
IDLinkUpgradePackElements= EqpKdbStation, NULL, EqpKDB
TrackingID=501
[UpgradePack 5]
ID= UpackUb7Balkon
NameDisplayable=UpackIXBalkon_Gerat-Name
Info=UpackIXBalkon_Gerat-Info
Notes=UpackIXBalkon_Gerat-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=13
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000
UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000
UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500
IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, NULL
TrackingID=502
The IDLinkUpgradePackElements line tells the game which equipments are to be used for each upgrade, and in which slot they go. The first slot is always used, because it is meant for the station, but either the second or the third slot are always NULL, because GHG/Balkon sensors are never used together with the KDB... at least not until now, because I want to try if two sensors of the same functional type can be used together :03:
Let's take a step back to default equipment settings now; if, for a given u-boat type, we wanted to leave the GHG as default early-war hydrophone, switching to the KDB during mid-war, and to the Balkon during late-war, the following settings should be used in sub's upcge file:
[U]EqSlot41:
IDLinkEquipmentIntervalDefault1= NULL, 1941-12-31, EqpGHGStation
IDLinkEquipmentIntervalDefault2= 1942-01-01, 1943-12-31, EqpKdbStation
IDLinkEquipmentIntervalDefault2= 1944-01-01, NULL, EqpBalkonGeratStation
EqSlot53:
IDLinkEquipmentIntervalDefault1= NULL, 1941-12-31, EqpGHG
IDLinkEquipmentIntervalDefault2= 1942-01-01, 1943-12-31, EqpKdb
EqSlot54:
IDLinkEquipmentIntervalDefault1= 1944-01-01, NULL, EqpBalkonGeratStation
UpgHydrophone (UpgradePackSlot section):
IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1941-12-31, UpackUb7GHG
IDLinkUpgradePackSlotsIntervalDefault2= 1942-01-01, 1943-12-31, UpackUb7KDB
IDLinkUpgradePackSlotsIntervalDefault3= 1944-01-01, NULL, UpackUb7Balkon
This is just an example: the stock usage of the GHG as sole hydrophone fitted by default aboard Type VII u-boats is correct, but there is another cool usage for interval options; I am still not sure about it, but I think that UnitUpgradePackIntervalOptionCurrent settings in UpgradePacks.upc and/or EquipmentInterval settings in Equipment.upc, can be used for simulating in game the forced retirement of some equipments already fitted aboard, as it happened for the deck gun, the KDB hydrophone, or the Metox radar warning receiver :sunny:
vdr1981
11-15-13, 03:16 AM
Like I said before , those UPC's are brain killers...:D
Is this what you're trying to accomplish Gap?
For example, we can edited balkon gerat upgrade pack form this...
[UpgradePack 9]
ID= UpackUb7Balkon
NameDisplayable=UpackIXBalkon_Gerat-Name
Info=UpackIXBalkon_Gerat-Info
Notes=UpackIXBalkon_Gerat-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=13
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000
UnitUpgradePackIntervalOptions1=NULL, 1943-10-01, 4000
UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000
UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500
IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, NULL
TrackingID=502
to this...
[UpgradePack 9]
ID= UpackUb7Balkon
NameDisplayable=UpackIXBalkon_Gerat-Name
Info=UpackIXBalkon_Gerat-Info
Notes=UpackIXBalkon_Gerat-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=13
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, NULL
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000
UnitUpgradePackIntervalOptions1=NULL, 1943-10-01, 4000
UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000
UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500
IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, EqpKDB
TrackingID=502
And result will be this...
Balkon apparatus ready for action underwater...
http://s6.postimg.org/jid89eyup/SH5_Img_2013_11_15_08_51_52.jpg
...and also KDB receiver is there...
http://s6.postimg.org/ekznoawvl/SH5_Img_2013_11_15_08_52_17.jpg
...and because of changes from RSD, both devices are properly shown in damage menu...
http://s6.postimg.org/rdnro88hd/SH5_Img_2013_11_15_08_52_33.jpg
:cool:
*Pictures taken from "Final Years" campaign...Type VIIC/41
Now , what I'm worried about is, how game will react in case of damage/destruction of single component because we only have "single pair" of virtual headsets simulated in SH5. :hmmm:
Like I said before , those UPC's are brain killers...:D
yep, exactly. The main source of confusion is that the settings of every single compartment/equipment are fragmented over several files and different sections within the same file. The best way for figuring out the interconnections between them, is following a single equipment as I did yesterday, and copying/pasting the relevant sections in a new file :up:
Is this what you're trying to accomplish Gap?
For example, we can edited balkon gerat upgrade pack form this...
...
to this...
[UpgradePack 9]
ID= UpackUb7Balkon
NameDisplayable=UpackIXBalkon_Gerat-Name
Info=UpackIXBalkon_Gerat-Info
Notes=UpackIXBalkon_Gerat-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=13
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, NULL
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000
UnitUpgradePackIntervalOptions1=NULL, 1943-10-01, 4000
UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000
UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500
IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, EqpKDB
TrackingID=502
Correct, but is there any reason for you having set the UnitUpgradePackIntervalOptionCurrent reward cost to 'NULL' instead of 0?
And result will be this...
Balkon apparatus ready for action underwater...
...
...and also KDB receiver is there...
...
...and because of changes from RSD, both devices are properly shown in damage menu...
:sunny:
Now , what I'm worried about is, how game will react in case of damage/destruction of single component because we only have "single pair" of virtual headsets simulated in SH5. :hmmm:
As far as damage is concerned, I think the game will deal with them as with any other multi-component equipment. The main point is: how are the two sensors going to work together? Seeing that the same hydrophone can accept more than one SensorData controller (R.E.M.), I am pretty optimistic on the AI operator handling the two sets at once, but this must be tested. :hmm2:
On a side note: 'Balkon Gerät' is spelled 'Balkon Great' in your screenie. :03:
...and since we are at it: were did you get those GHG/KDB electric connections from? :o :)
vdr1981
11-15-13, 05:54 AM
Correct, but is there any reason for you having set the UnitUpgradePackIntervalOptionCurrent reward cost to 'NULL' instead of 0?
Nope...It was blind shot ...:D
...and since we are at it: were did you get those GHG/KDB electric connections from? :o :)
Damage levels shown there come directly from boxes with special zone ID which are applied to main sensors bone from uboat sensors file. Because they are zones with hardcoded properties and only they have abilities to modify .sim controlers when damage is taken, I needed the name which will best fit with those harcoded properties...
Damage levels shown there come directly from boxes with special zone ID which are applied to main sensors bone from uboat sensors file. Because they are zones with hardcoded properties and only they have abilities to modify .sim controlers when damage is taken, I needed the name which will best fit with those harcoded properties...
I don't quite get you: in stock game we have 3 hydrophone slots and and only 2 UI place holders (for some reason the KDB slot didn't have one). In RSD there are 5 UI place holders (including the hydrophone station, not shown in your screenshot). 5 - 3 = 2. How did you manage to add the extra equipments shown in Damage UI? Did you add any new hydrophone slot? :hmm2:
vdr1981
11-15-13, 01:24 PM
I don't quite get you: in stock game we have 3 hydrophone slots and and only 2 UI place holders (for some reason the KDB slot didn't have one). In RSD there are 5 UI place holders (including the hydrophone station, not shown in your screenshot). 5 - 3 = 2. How did you manage to add the extra equipments shown in Damage UI? Did you add any new hydrophone slot? :hmm2:
Check upcge and equipment.upc files from RSD. I bet you'll figured out everything..You'll find also some useful tips there...
Check upcge and equipment.upc files from RSD. I bet you'll figured out everything..You'll find also some useful tips there...
:up:
vdr1981
11-15-13, 04:33 PM
This won't work gap... Player interaction with hydrophones is totally messed up and it's different for every submarine type, one destroyed hydrophone will collaps function of the other one ect ...:nope: It's like game can't decide which controller should be used. You really need to test this personally...You still don't have SH5 on board?
EDIT:
It looks like AI handling pretty well with multiple controllers from two different objects, but like I said player interaction is heavily effected. One hydrophone station is not enough for two hydrophones...
Mikemike47
11-15-13, 04:39 PM
You still don't have SH5 on board?
continuous wonderful teamwork gap and vdr1981. Do you mean this message for volodya61, not gap?
vdr1981
11-15-13, 04:58 PM
continuous wonderful teamwork gap and vdr1981. Do you mean this message for volodya61, not gap?
It's for gap...He had GPU overheating problems with his laptop before...
raymond6751
11-15-13, 06:47 PM
From the thread heading I understand this is a work in progress. You provide links for downloading. Is this intended for us to 'test' your mod?
Also, what is the Hydrophone mod (second download) indicated in relation to the main damage mod? Does it fix the first download? Is it a required fix?
Thanks for your efforts.
vdr1981
11-16-13, 06:13 AM
From the thread heading I understand this is a work in progress. You provide links for downloading. Is this intended for us to 'test' your mod?
Also, what is the Hydrophone mod (second download) indicated in relation to the main damage mod? Does it fix the first download? Is it a required fix?
Thanks for your efforts.
Yep, the mod is ready to go and it extensively tested although every suggestion is welcome . It's still WIP because constant updates require restart of campaigns but mostly it's only fine tuning. RSD/REM update is not required but it is recommended...Just use sobers list as reference and prepare to be destroyed, flooded, blown away, sunken ect ...:D
vdr1981
11-16-13, 06:20 AM
Maybe this? :D
http://s6.postimg.org/7bejoyz8x/11_16_00_59_03.jpg
This actually works ...
http://s6.postimg.org/m8n0pzchd/SH5_Img_2013_11_16_01_07_06.jpg
Damage levels shown there come directly from boxes with special zone ID which are applied to main sensors bone from uboat sensors file. Because they are zones with hardcoded properties and only they have abilities to modify .sim controlers when damage is taken, I needed the name which will best fit with those harcoded properties...
Okay, I got the picture now:
'electric connections' entries shown in the damage management interface are the actual sensor slots, whereas hydrophone 'sensor' entries are the new slots you have added. The latter are dummies, because they are not linked to any bone on boat's 3d model, and they are not functionally related to hydrophones, because they are not listed among the other ListeningGear subsystem slots, in the FunctionalSubsystem section of UPCGE files. They are nonetheless linked to a couple of dummy equipments (HydSensZone and KDBHydSensZone), and they will likely get damage when the bow compartment is damaged. Moreover, through Father zone settings, they are connected to the functional equipment slots, so that when an 'electric connection' equipment is damaged/destroyed, also the dummy 'sensor' is affected, and conversely when a 'sensor' is damaged, also the corresponding 'electric connection' is. Is this correct?
What I miss now is: I am sure there had to be some advantage for you to devise such a complicated plan, but which one? :doh: :)
This won't work gap... Player interaction with hydrophones is totally messed up and it's different for every submarine type, one destroyed hydrophone will collaps function of the other one ect ...:nope: It's like game can't decide which controller should be used.
...
EDIT:
It looks like AI handling pretty well with multiple controllers from two different objects, but like I said player interaction is heavily effected.
This is good news actually. If AI can handle the two sensors, we are alfways across the solution. :up:
Summing up, AI detection works as supposed, whereas human detection works well until one or both sensors get damaged. From then on, the game keeps switching among the two controllers. Is this correct? Have you done your tests with R.E.M. enabled? If so, my advise is to disable it for further testing: given its usage of multiple controllers on the same sensor, it could contribute to the problem. :yep:
One hydrophone station is not enough for two hydrophones...
Possible, but we need to investigate it further. I have some tests in mind, but I will wait for your answer before going on with them :)
You really need to test this personally...You still don't have SH5 on board?
continuous wonderful teamwork gap and vdr1981. Do you mean this message for volodya61, not gap?
It's for gap...He had GPU overheating problems with his laptop before...
Thank you for your nice words Mike :salute:
SH5 is always installed on my system, but unfortunately the GPU overheating problem still persists. I have abused my laptop in the past, and I am now paying the consequences. I can still play the game for short periods or even a bit longer if I place a big fan on its backside LOL, but I prefer not to stress too much my poor GPU, if possible :88)
vdr1981
11-17-13, 06:39 AM
v5.4 Modifications:
- Fixed torpedo screen bug
- Damage menu functionally rearranged, regarding equipment's purpose.
- Removed incorrectly placed connecting lines form submarine pictures (Tnx GAP! )
- Rongel's changes for equipment.upc also fixes older bug when player couldn't select desired camouflage for submarine. Tumb Up Rongel!
- Added irreparable "hull integrity" for every individual compartment
- Red distress flare effect "turned on" again
- Revised HP/AP and repair times settings for the equipment
- Used different repair logic for submarine batteries, batteries are repairable but only certain percentage of their capacity can be retrieved. In other words, crew can repair only what's left of batteries...
- Save bug even more subdued with introduction of newly added savable zones which will act like "damage collectors" . This effects equipment which shouldn't be repairable at open seas, like planes, rudders, Shafts, GHG/ Balkon Great receivers ect.
New campaign is needed.
The problem is this...Different from other equipment, hydrophone sensors will become unusable for player soon as even slightest damage is taken. So I move damage zones inside the u-boat, give them faster repair time in the attempt to simulate some kind of damage which should be repairable at open seas...This means that players ability to use hydrophones will be restored after damage is taken, but when enough damage is accumulated in the zones from main sub model, hydrophones will be destroyed...
Basically what I'm trying to accomplish is to analyse hardoced properties of special zones ID's and after that to use them in best possible way.
Further more take Main pump for example...I discovered that damage taken form this zone effects only submarine ability to maintain depth and to manage buoyancy . Water from flooded compartments will always will be pumped out at the same rate regardless of pumps been destroyed or not... So, from next update Main pump slot will be called "Variable ballast tanks pumps" (because it is just that) and when variable ballast tanks gets destroyed this will collapse function of the pumps also...
The problem is this...Different from other equipment, hydrophone sensors will become unusable for player soon as even slightest damage is taken. So I move damage zones inside the u-boat...
Thus the naming "electric connections" :03:
...give them faster repair time in the attempt to simulate some kind of damage which should be repairable at open seas...
Yes, but as you have set them, they will get damage as soon as the bow compartment is damaged, no matter how close to the actual sensor the explosion was. :yep:
This means that players ability to use hydrophones will be restored after damage is taken, but when enough damage is accumulated in the zones from main sub model, hydrophones will be destroyed...
Couldn't you just use the hydrophone station slot for this purpose? Aren't listening functionalities affected by damage to the station? If not, you could set the hydro station zone as father of sensor zones as you did with the new 'damage accumulator' slots. If possible, I would get rid of the latter or at least I would hide them from the damage UI and call the sensor slots "GHG/KDB/Balkon apparatus", meaning the sensors together with their relay and wiring systems which could have been fixed from within the sub. :hmm2:
Further more take Main pump for example...I discovered that damage taken form this zone effects only submarine ability to maintain depth and to manage buoyancy . Water from flooded compartments will always will be pumped out at the same rate regardless of pumps been destroyed or not... So, from next update Main pump slot will be called "Variable ballast tanks pumps" (because it is just that) and when variable ballast tanks gets destroyed this will collapse function of the pumps also...
:up:
vdr1981
11-17-13, 09:14 AM
Yes, but as you have set them, they will get damage as soon as the bow compartment is damaged, no matter how close to the actual sensor the explosion was. :yep:
No,this is not the case...
Probably because damage boxes are connected to two different controllers from two different objects...
Couldn't you just use the hydrophone station slot for this purpose?
I use It for radars because antennas should be repairable at sea if large amount of damage isn't taken, something we could not say for GHG/Balkon sensors...
Aren't listening functionalities affected by damage to the station?
No...
If not, you could set the hydro station zone as father of sensor zones as you did with the new 'damage accumulator' slots. If possible, I would get rid of the latter or at least I would hide them from the damage UI and call the sensor slots "GHG/KDB/Balkon apparatus", meaning the sensors together with their relay and wiring systems which could have been fixed from within the sub.
Hmm, nice idea...:up:
In this way I could get rid of default hydrophone station slot (which is pure cosmetics) and interpret damage from the actual sensor like repairable internal damage for hydrophone subsystem...:yep:
vdr1981
11-17-13, 09:26 AM
Gap, I also have much more to tell you about problems (I've tested this a lot) and possible solutions for implementation of two hydrophones sensors at the same time but it will take to much time to wright all down plus there is possibility that I will not express my self correctly...
Is there any chance for us to change a few words via some comm server (I have my own Teamspeek server for that purpose ) or by skype maybe. This would improve our progress drastically...:yep:
Hmm, nice idea...:up:
In this way I could get rid of default hydrophone station slot (which is pure cosmetics) and interpret damage from the actual sensor like repairable internal damage for hydrophone subsystem...:yep:
Exactly. I suppose that the hydrophone station getting damage from sensor's damage and, conversely, sensors getting damaged if the station is damaged, would be realistic, accountig for the evenince of short circuits (would be cool if Benno too could get a shot every now and then :D). A positive side effect of removing the cosmetic slots, would be that damage UI would look "cleaner" and we would make more space for any new equipment which you might want to add to the bow compartment in future :up:
Is there any chance for us to change a few words via some comm server (I have my own Teamspeek server for that purpose ) or by skype maybe. This would improve our progress drastically...:yep:
Just sent you a PM :up:
Husksubsky
11-17-13, 08:58 PM
No more public progress?:hmm2:
No more public progress?:hmm2:
Today I am going to put together a set of tests on the ability to fit multiple sensors of the same type aboard, similar to the experiments carried out by Vecko during the last weekend. I hope I can replicate the same oddities reported by him, and track down a possibe cause of them. Whatever are my results, I will report them here, and I will submit our findings to tcharlii, for him to integrate our "GHG + KDB concept" into his hydrophone mod, and to improve it via scripting, if possible :up:
bandit484
11-18-13, 03:22 PM
Vdr1981 and gap, I thank you for all the work that you have done with this mod. It has definitely improved this simulation by leaps and bounds! Keep up the excellent work Captains!!!:salute::salute::salute:
bandit484
11-18-13, 05:09 PM
Vdr1981, is there by any chance in the future a version of R.S.d that will be compatible with csp maguires interface ? If so that would be awesome. If not then that is ok.:hmmm:
bandit484
11-18-13, 11:49 PM
I decided to try this mod with csp maguires ui and it works! How cool!!!:D
vdr1981
11-19-13, 09:24 AM
I decided to try this mod with csp maguires ui and it works! How cool!!!:D
Very nice! :)
Do you remember are there any CSP files overwritten by RSD?
bandit484
11-19-13, 03:06 PM
Very nice! :)
Do you remember are there any CSP files overwritten by RSD?
Not to my knowledge bud. R.S.D. Runs very smoothly with CSP. I have to tell you thank you for fixing the #5 torpedo loading bug while in port. It sure is nice having the type of fish that I pick not being rejected for a T1 fish instead. Same goes for the camo paint pattern to.:salute::salute::salute:
Husksubsky
11-20-13, 02:00 AM
Most ppl seem to use
R.E.M. - hydrophone mute for player fix (TDW compatible) or
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
depending on liking but few use
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface) or
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
I would think one"no hyd on surface would be sufficient but I like the limited function on surface and I like using GHG.
I use "R.E.M. - hydrophone mute for player fix (TDW compatible)" , but is there any point adding "R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)":hmm2:
I like that it has a function, but while moving on surface it should be more or less unuseable both for me and my soundguy and RSD s mod seem to be described that way. I can t seem to find any detailed description of REM s mute mod.
vdr1981
11-20-13, 10:21 AM
but is there any point adding "R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)":hmm2:
I like that it has a function, but while moving on surface it should be more or less unuseable both for me and my soundguy and RSD s mod seem to be described that way. I can t seem to find any detailed description of REM s mute mod.
Yes , there is a point because R.S.D. use it's own uboat sensor2 file with it's own sensors data controllers in order to make GHG destroyable... For REM hydrophone settings , you should use one of the given patches...
vdr1981
11-22-13, 08:54 AM
Ahooooy Gap! :salute:
Any progress with dual hydrophones sensors? I'm still getting the same results...:nope:
vdr1981
11-22-13, 09:29 AM
Version 5.5 is almost ready and when that happens this thread going for [REL] tags...:cool: I've tested everything that can be tested and with Gap's help I've manage to do a lot more than I thought possible...
bandit484
11-23-13, 03:12 PM
Vdr1981 I noticed the torpedo bug is back with csp maguire mod:hmmm:
I know that I'm running it on csp independently. Just thought I would give a heads up on what I have seen . I don't look for you to work on it my friend.
vdr1981
11-23-13, 03:31 PM
Vdr1981 I noticed the torpedo bug is back with csp maguire mod:hmmm:
I know that I'm running it on csp independently. Just thought I would give a heads up on what I have seen . I don't look for you to work on it my friend.
Which torpedo bug? You mean torpedo's orientation in weapons/Guns page?
vdr1981
11-23-13, 05:43 PM
v5.5 Modifications:
- Added damage slots for Variable Ballast Tanks, bow and stern Buoyancy Tanks and the Main Ballast Tank 3 located bellow command room floor. Once destroyed (Variable Ballast Tanks), function of Variable Ballast Tanks Pump will also be collapsed thus making maintaining desired depth more difficult. Surfacing the boat and maintaining depth with destroyed Pump will only be possible with usage of compressed air and underwater propulsion. Destroyed Buoyancy Tanks will slightly effect sub's up/down pitching ability while submerged...
- Reworked repair times logic for Electric engines with short time periods of reduced output strength(simulating broken fuses).
- Flotability values for submarine compartments are now based on real Type VIIC compartments volume data and flooding speeds are directly related to compartment size...
- Adjusted damage values and blast range for DC.
- Destroyers wont lose their DC racks anymore, when taking damage...
- Optional patch - Correct German names for the equipment (Credits to ShipersHunter!)
- KDB receivers will suffer critical damage if submerged deeper than 110-120 meters...
[Under construction]
New campaign is needed.
v5.5 is up and ready to go...Check first post of the thread.
Also, in case that some of the Moderators is reading this, please change thread tags to [REL]...Tnx
bandit484
11-24-13, 02:44 AM
Which torpedo bug? You mean torpedo's orientation in weapons/Guns page?
When your in the bunker and change out the t-1 for a t-3 it stays as a t-1 when you leave on your patrol in torpedo tube #5. If you use your torpedoes up then do refit then you get what you originally requested.:hmmm:
v5.5 is up and ready to go...Check first post of the thread.
:yeah:
Ahooooy Gap! :salute:
Any progress with dual hydrophones sensors? I'm still getting the same results...:nope:
Well, it is a bit weird: I have added the GHG sensor to the KDB upgrade, and I have set them as default equipments, so to provide an easy way to test them in single mission. Results: on a VIIa boat I can hear with both sensors (gave them different ranges and deaf arcs); my sonarman has no problem reporting a warship within GHG's coverage (range 30km, bearing 90 deg), but he keeps ignoring a Liberty ship which should be well within KDB's range (range 15km, bearing: dead ahead). Both vessels are cruising toward me at full speed. I have not tested other u-boats, or damaged equipment though.
Another weird finding is that Benno's needle sweeping seems not to follow SensorData's 'Bearing' and 'SkipSweep' settings: initially he sweeps a full 360deg arc, but once I click on the hydrophone station and then leave it, he starts skipping ahead and astern arcs. I thought he used GHG SensorData settings at first, but no: no matter what GHG's 'Bearing' and 'SkipSweep' are set to, he keeps skipping the same arcs. This is happening both in stock game (+ my testing mod) and with New UI's :hmmm:
If you want, I can post a link to my testing patch, including the mission I am using :salute:
vdr1981
11-24-13, 08:32 AM
Ehey Gap, you're back!:salute:
Very strange ended...:hmmm: SH5 wont gave up easily on this one i think...
Sure , upload the patch so I could see what's going on...:up:
EDIT:
Should I test with or without "Realistic Hydrophones" ?
vdr1981
11-25-13, 11:45 AM
*R.S.D. v5.5 - German Patch
- For better immersion, this patch will add correct German designations for the U-Boat equipment. Technical and General description areas are still written in English...
Enable it after R.S.D. - main mod. Start new campaign.
Credits:
SnipersHunter
Skidman
and me...
:rolleyes:
vdr1981
11-26-13, 10:54 AM
One awesome link... http://www.scribd.com/doc/23575323/Anatomy-of-the-Ship-Type-Vii-U-Boat
Ehey Gap, you're back!:salute:
Very strange ended...:hmmm: SH5 wont gave up easily on this one i think...
Sure , upload the patch so I could see what's going on...:up:
EDIT:
Should I test with or without "Realistic Hydrophones" ?
Hi Vecko, sorry for the late reply. :oops:
Lately I have been busy with RL and during the free time I have been absorbed by other projects (see OH thread). I promise I will post the said patch as soon as I finish the last touched on the barrage balloon model :up:
One awesome link... http://www.scribd.com/doc/23575323/Anatomy-of-the-Ship-Type-Vii-U-Boat
:up:
Another interesting document available fro free download from scribd:
http://www.scribd.com/doc/111380242/Wiper-S-2004-Kriegsmarine-Type-VII-U-Boats-Warship-Pictorial-No-27
THE_MASK
11-28-13, 03:48 AM
Page 96 Loss of Perch .
http://books.google.com.au/books?id=5lTI_dF4jocC&pg=PA97&lpg=PA97&dq=moonlit+night+submarine&source=bl&ots=z7UTji4KZm&sig=Obn7f4lJMFNIZOx2j-bTL9_o--M&hl=en&sa=X&ei=SQGXUum9AsOhkQWXloCgAg&ved=0CD4Q6AEwBA#v=onepage&q=moonlit%20night%20submarine&f=false
CaptJulius
11-30-13, 08:08 PM
Awesome!
THE_MASK
12-09-13, 06:47 PM
Hydrophone item notes
@ sober
there are very good chances to do what you are asking for: item notes are stored in menu.txt :know:
Husksubsky
12-11-13, 09:49 PM
Yes , there is a point because R.S.D. use it's own uboat sensor2 file with it's own sensors data controllers in order to make GHG destroyable... For REM hydrophone settings , you should use one of the given patches...
thx :)
tonschk
12-12-13, 06:56 AM
:salute: Thank you very much :yeah::sunny::rock::D:up:
v5.5 is up and ready to go...Check first post of the thread.
vdr1981
12-14-13, 02:14 PM
* R.S.D. - Depth Charges Fix_attempt 1 (http://www.mediafire.com/download/eudl08qj1m0t785/R.S.D.+-+Depth+Charges+Fix_attempt+1.rar)
- Attempt No1 to finally beat infamous SH5 bug. This patch aims to preserve realistic DC range settings and to drastically reduce destroyer's self-inflicted damage.
Install in port after main R.S.D. mod
* R.S.D. v5.5 - German Patch v1 (http://www.mediafire.com/download/75wbwz6567ozkpn/R.S.D.+v5.5+-+German+Patch+v1.rar)
- For better immersion, this patch will add correct German designations for the U-Boat equipment. Technical and General description areas are still written in English...
Enable it after R.S.D. - main mod. Start new campaign. Screenshots
(http://postimg.org/gallery/4zu82cni/741fc778/)Credits:
SnipersHunter
Skidman
I've uploaded revised German Patch for v5.5...Just a few minor changes, nothing special( plural for torpedo tubes and full German name for UZO station with appropriate tech. description). The patch can be installed anytime although changes will kick in after new campaign is started.
1st patch is a bit more interesting IMO, I'm waiting for some impressions... Install in port is recommended, possibly even in patrol but make sure there aren't any destroyers in the proximity...
Cheers!
I've uploaded revised German Patch for v5.5...Just a few minor changes, nothing special( plural for torpedo tubes and full German name for UZO station with appropriate tech. description). The patch can be installed anytime although changes will kick in after new campaign is started.
1st patch is a bit more interesting IMO, I'm waiting for some impressions... Install in port is recommended, possibly even in patrol but make sure there aren't any destroyers in the proximity...
Cheers!
:up:
vdr1981
12-23-13, 12:15 PM
Added R.S.D. v5.5 - OHII v2.3 Compatibility Patch...
Check first post...
Added R.S.D. v5.5 - OHII v2.3 Compatibility Patch...
Check first post...
:up:
Husksubsky
12-30-13, 10:10 AM
Should I skip using "Depth Charge Fix Reduced Explosion Range" if I use "R.S.D. - Depth Charges Fix_attempt 1" ?:hmm2:
vdr1981
12-30-13, 11:11 AM
No need for that but make sure that "R.S.D. - Depth Charges Fix_attempt 1" is installed after Depth Charge Fix Reduced Explosion Range... You could also make few blasts in FX update mission and post your impressions...That would be nice.:yep:
Husksubsky
12-30-13, 04:27 PM
Thx Trev happy new year:salute:
Raven_2012
01-07-14, 11:45 PM
Do these two mods play into each other or is one better then other?
TDW_No_Hydrophone_On_Surface_1_1_0
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
I am using the R.S.D. main mod.
With TDW_No_Hydrophone_On_Surface_1_1_0 - you will not pickup hydrophone contacts unless you are at least ~9m depth.
Is there a depth at which I can start to pick up contacts with R.S.D. - GHG Hydrophone?
:06:
vdr1981
01-08-14, 08:14 AM
Do these two mods play into each other or is one better then other?
TDW_No_Hydrophone_On_Surface_1_1_0
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
I am using the R.S.D. main mod.
With TDW_No_Hydrophone_On_Surface_1_1_0 - you will not pickup hydrophone contacts unless you are at least ~9m depth.
Is there a depth at which I can start to pick up contacts with R.S.D. - GHG Hydrophone?
:06:
I you don't have to use "TDW_No_Hydrophone_On_Surface_1_1_0" with RSD...
Check my modlist for reference...
Accurate German Flags
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_No Starshells (.eqp Files)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Darkened Scopes Alt Attack Scope
TDC Graphics by Naights v1.0
Realistic_Hydrophone_1_1
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
SkyBaron's Leigh Light for SH5 1.1
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS
RPM Hydrophone v2.2 -for OHII full v2.2-
SH5 External Cargo 1.0
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.2
sobers best ever fog V22 SH5
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Bullet_spark_test
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - German Patch v1
R.S.D. - Less Accurate AI Gunners
R.S.D. - Depth Charges Fix_attempt 3
DBSM_Speech_1_0_4
DBSM_Music_1_0_4
sobers no footstep sound mod SH5 V2
Shadow Improvement ModLR
Husksubsky
01-21-14, 10:47 AM
No need for that but make sure that "R.S.D. - Depth Charges Fix_attempt 1" is installed after Depth Charge Fix Reduced Explosion Range... You could also make few blasts in FX update mission and post your impressions...That would be nice.:yep:
Sorry for calling you Trev I must have been drunk. I will try out some missions.
I put my order different than you daoes it matter?:
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - German Patch v1
R.S.D. - Depth Charges Fix_attempt 1
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Only main mod is overwritten so it should be ok right?
anyway I can t find any attempt 3 download:) I put this on hold a bit.
I can change these without starting new campaign right?:
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. - Depth Charges Fix_attempt 1
The hyd plays with me.I get contacts on surface anyway with this one. I might add the one from REM, but I see you don t use it. My sonarman gets the contacts but I cant hear anything before diving.
vdr1981
01-21-14, 12:05 PM
Sorry for calling you Trev I must have been drunk. I will try out some missions.
I put my order different than you daoes it matter?:
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - German Patch v1
R.S.D. - Depth Charges Fix_attempt 1
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Only main mod is overwritten so it should be ok right?
Right!:yep:
I can change this without starting new campaign right?:
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
I'm not sure, try install in bunker, if some strange things starts to happen, start new campaign...
The hyd plays with me.I get contacts on surface anyway with this one. I might add the one from REM, but I see you don t use it. My sonarman gets the contacts but I cant hear anything before diving.
Hm, strange...Show me your current modlist.
I can change these without starting new campaign right?:
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. - Depth Charges Fix_attempt 1
I'm not sure, try install in bunker, if some strange things starts to happen, start new campaign...
Unless I am very much mistaken, data from binary files (sim, zon, val, etc.) is read on the fly every time the game needs to, i.e. mods which only affect this kind of files can be safely enabled during campaign or even in mid-patrol :up:
The hyd plays with me.I get contacts on surface anyway with this one. I might add the one from REM, but I see you don t use it. My sonarman gets the contacts but I cant hear anything before diving.
Hm, strange...Show me your current modlist.
That is odd indeed.
What kind of hydrophone are you currently using? R.S.D only affects the GHG (i.e. the default hydrophone).
Before switching to R.S.D, was REM's no hydrophone on surface version working for you as the name says?
I might have made a mistake while working on it, but GHG's detection settings used in RSD should be identical to the ones of REM - no hydrophone etc; the one difference is that they are applied to a destructible copy of the sensor :yep:
Husksubsky
01-21-14, 04:46 PM
Thx both of you. I m at work atm but I had sobers list with some exeptions:
I use Realenvironment, steelvikings interior,german patches here and there, see thru wake fix. I had depth charges fix attempt too as stated....Grossdeutcher rundfunk, skipped realistic hyrophone, reduced filesize, storm clouds, trees...Cant think of anything that should give me contacts on surface unless realistic hydrophone does something weird.. I used GHG
I got contact reports all the way out from Memel towards Danzig. It seemed to dissappear after a save/load. I now use REM no hyd patch too and havent got contacts on surface yet.
I ll tell if it happens again. I even went in to check that I didn t do the old "folder in folder"mistake with JSGME.
I ll put my modlist when I come home
Husksubsky
01-22-14, 02:09 PM
Accurate German Flags
sobers game loading tips V8 SH5
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Real Environment - Revision_3
sobers best ever fog V27 SH5
Moon_light_mod
sobers base sky mechanics V1
Water reflections intensity varied by available sunlight by TheDarkWraith
sobers see thru wake fix
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04
MCCD_1.04_GER
Reworked Morale and Abilities v.1.1
EMCCD v0.3.1 by archer9
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon files
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraithpatch1
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Equip_Upgrade_Dates_Chart
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.3.1
OPEN HORIZONS II v2.3.1 - Serge65 and gap's compatibility patch + fixes v 1
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - German Patch v1
Chart Colour Scheme 3
sobers Lights Cfg V10 SH5
AFFOE_v1.51_EUF(available by date) V9 by sober
A Fistful of Emblems v1.51 (Weathered)
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Patrolsearch autoscriptsV04
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod SH5 V2
sobers Realistic contrast V10 SH5
sobers waves mod V29 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
AMMO_v1.0_SH5_by_Raven_2012
Grossdeutscher Rundfunk
Radio_Messages_1_2_0_German_Voices Heres the list. I) had a silly mistake forgetting to put the MFCM compatible
MCCD_1.04. maybe that resulted in me getting contact reports while I should have got other reports?
BTW RSD depth barge fix attempt lacks here.Otherwise it s the same
GenericHeavy
01-22-14, 02:35 PM
This is pretty cool, good work. I hope you continue to improve it as you see fit.
I can't repair any of the buoyancy tanks. Is this intentional? :doh:
vdr1981
01-22-14, 06:06 PM
I can't repair any of the buoyancy tanks. Is this intentional? :doh:
Yes, they are located outside the hull which means that they are out of reach until you visit your home base...:03:
Ok, I was afraid one of my mods messed something up :up: What if they are at, let's say, 50%? Thery are operating like new and stop working when they are completely destroyed or they actually run at 50% of their power?
Husksubsky
01-28-14, 03:54 PM
problem with hydrophone reporting on surface seem to have vanished after reinstalling eith oh 2.4 and realistic hyrophone. However now it swithch off like with a button when I pass 30 m depth. happens with and without rsd no hyd patch so it s not RSD related.
Husksubsky
02-23-14, 03:12 PM
Silent here..what about IRAI 0.0.41 compatibility? :)
vdr1981
02-23-14, 03:27 PM
Sure thing...
SnipersHunter
02-23-14, 04:05 PM
Hey dude thanks for the credits but my name is not ShipersHunter :arrgh!:
vdr1981
02-23-14, 04:17 PM
Hey dude thanks for the credits but my name is not ShipersHunter :arrgh!:
Haha, sry for that...My mistake...:up:
THE_MASK
02-23-14, 04:55 PM
Is the main mod compatible with OH2.4 ?
When I extract the main mod it has other files and one of them says compatability patch with OH2.3 .
is this the correct order ?
Compatibility:
This mod uses files from and it's fully compatible with folowing mods (in this particular order) :
----------------------
- Equipment_Upgrades_Fix_v1_4_byTheBeast
- Equipment_Upgrades_Fix_v1_4_Patch_1
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
- Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
- SH5 Longer Repairs v.1.01
- FX_Update_0_0_22_ByTheDarkWraith
- NewUIs_TDC_7_4_2_TheDarkWraith (works fine with 7.5.0. also)
- IRAI_0_0_41
- OPEN HORIZONS II_full v2.4
OHII v2.4 patch2 IMPORTANT
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - Indestructible UZO patch v1
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
vdr1981
02-23-14, 05:58 PM
Is the main mod compatible with OH2.4 ?
When I extract the main mod it has other files and one of them says compatability patch with OH2.3 .
is this the correct order ?
Compatibility:
This mod uses files from and it's fully compatible with folowing mods (in this particular order) :
----------------------
- Equipment_Upgrades_Fix_v1_4_byTheBeast
- Equipment_Upgrades_Fix_v1_4_Patch_1
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
- Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
- SH5 Longer Repairs v.1.01
- FX_Update_0_0_22_ByTheDarkWraith
- NewUIs_TDC_7_4_2_TheDarkWraith (works fine with 7.5.0. also)
- IRAI_0_0_41
- OPEN HORIZONS II_full v2.4
OHII v2.4 patch2 IMPORTANT
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - Indestructible UZO patch v1
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Everything is fine, it's a same zone.cfg file...No changes.
Husksubsky
02-23-14, 07:19 PM
Is the main mod compatible with OH2.4 ?
When I extract the main mod it has other files and one of them says compatability patch with OH2.3 .
is this the correct order ?
Compatibility:
This mod uses files from and it's fully compatible with folowing mods (in this particular order) :
----------------------
- Equipment_Upgrades_Fix_v1_4_byTheBeast
- Equipment_Upgrades_Fix_v1_4_Patch_1
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
- Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
- SH5 Longer Repairs v.1.01
- FX_Update_0_0_22_ByTheDarkWraith
- NewUIs_TDC_7_4_2_TheDarkWraith (works fine with 7.5.0. also)
- IRAI_0_0_41
- OPEN HORIZONS II_full v2.4
OHII v2.4 patch2 IMPORTANT
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - Indestructible UZO patch v1
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Theres an updated patch for OH2.4 Sober. Isn t longer repairs a part of RSD?
Is the patch for OH2.4 works for OH 2.5 ?
vdr1981
03-15-14, 05:27 AM
Yes, it should work...You can treat it like R.S.D. v5.5 - OHII v2.5 Compatibility Patch...
scissors
03-22-14, 05:09 PM
Great mod , I intend to make it a permanent part of my list .
I was sunk by airplanes the other day , And finally my sub died after a long hard battle at 100 meters down .It was exciting and dramatic .
About my only issue if i were to be critical is the way the sub will keep moving long after i kill the engines , Sometimes ,( deleting the course seems to fix this ), But i have adjusted my playstyle to the situation and its really not a gripe ..
other than that ... a question .. If i uninstall this mod , but reinstall it .. To sort out a ctd issue i am having due almost certainly to a conflict im having between mods .. Will i have to restart a new campaign ?
My main campaign i am trying to save was begun with RSD , I just not sure if i uninstall and reinstall the mods will it introduce a problem.( after trying it it Appears , to not make a problem .)
With this system i find i am fighting on where in the past i might have abandoned ship and loaded a save . Sometimes nursing a badly battered boat on trying just to make it back to port .. Much more dramatic and certainly more realistic IMO .
vdr1981
04-13-14, 08:55 AM
v5.6 Modifications:
- Damage menu slightly rearranged, new designations for certain equipment.
- Reduced HP and increased collision zones for submarine's external equipment.
- Deck gun and AA guns without armored shield will be much more vulnerable to enemy fire in order to simulate crew exposure.
- Slightly reduced HP and armor values for sub's compartments and various equipment.
- Fully compatible with OHII 2.5 and IRAI_0_0_42
New campaign is needed for changes to take place.
New version updated! More challenging and fully compatible with mentioned mods.:subsim:
Sjizzle
04-13-14, 10:33 AM
New version updated! More challenging and fully compatible with mentioned mods.:subsim:
heya m8
wich IRAI_0_0_42 ? cos the latest version is 0_0_41
http://www.subsim.com/radioroom/showpost.php?p=1436291&postcount=1
vdr1981
04-13-14, 12:35 PM
heya m8
wich IRAI_0_0_42 ? cos the latest version is 0_0_41
http://www.subsim.com/radioroom/showpost.php?p=1436291&postcount=1
sryyyy :huh::/\\!!
Edit:
Fixed now...
so cool u updated the mod!
Last patrol i went home with blown away tower all scopes lost.
It hit me just at the dive sequence (was too nasty try sending a contact report and resurfaced) and for an hour of realtime i did not know if i would make it.
I managed to hold the hidden and heavy flooding sub at 20 meters where my men kept fighting against the flooding,
ahead flank and deploying decoys.
Only the magic skill of Josef using his old sailboat tricks managed us to survive, the flooding was so heavy.
After the flodding stopped i went deep and ordered repairs.
The DD was noob (except for his gunners) and left somehow after some dc drops not of our business.
When i finally went up again it was late in the night i set course home, my sub was mission kill. (We met a single lone merchant later...)
This was with V5.5.
Just saw yesterday after the update there are no emty slots more in the damage screen. looking forward to make the next patrol with 5.6 and spot the little differences. Hope the balance is still right and such events as discribed are still possible.
This is one of my "lonely island" mods!
vdr1981
04-15-14, 06:29 AM
so cool u updated the mod!
Last patrol i went home with blown away tower all scopes lost.
It hit me just at the dive sequence (was too nasty try sending a contact report and resurfaced) and for an hour of realtime i did not know if i would make it.
I managed to hold the hidden and heavy flooding sub at 20 meters where my men kept fighting against the flooding,
ahead flank and deploying decoys.
Only the magic skill of Josef using his old sailboat tricks managed us to survive, the flooding was so heavy.
After the flodding stopped i went deep and ordered repairs.
The DD was noob (except for his gunners) and left somehow after some dc drops not of our business.
When i finally went up again it was late in the night i set course home, my sub was mission kill. (We met a single lone merchant later...)
This was with V5.5.
Just saw yesterday after the update there are no emty slots more in the damage screen. looking forward to make the next patrol with 5.6 and spot the little differences. Hope the balance is still right and such events as discribed are still possible.
This is one of my "lonely island" mods!
I'm glad you like it. Basicaly v5.6 is just fine tuned v5.5 +added compatibility with some mods, so no balance is lost.
ReallyDedPoet
04-15-14, 08:34 AM
Nice work here :yep:
tonschk
04-15-14, 01:31 PM
:up::salute::yeah:
Nice work here :yep:
THE_MASK
04-15-14, 04:27 PM
I enabled the ''Enable game messages to be displayed in game'' with the TDW_GenericPatcher_v_1_0_162_0 . I get this error message on campaign restart but don't know if it is relevant .
http://i58.tinypic.com/w7kom.jpg
vdr1981
04-15-14, 04:41 PM
I enabled the ''Enable game messages to be displayed in game'' with the TDW_GenericPatcher_v_1_0_162_0 . I get this error message on campaign restart but don't know if it is relevant .
http://i58.tinypic.com/w7kom.jpg
Yes, there is no technical description in that slot but I've thought that shouldn't pose a problem...Are you able to continue the campaign after you click "OK"?
THE_MASK
04-15-14, 04:43 PM
Yes, there is no technical description in that slot but I've thought that shouldn't pose a problem...Are you able to continue the campaign after you click "OK"?Yes :Kaleun_Crying:
vdr1981
04-15-14, 04:49 PM
Hehe, NP Sober.:up:
I'm going to fix that anyway...
vdr1981
05-07-14, 01:35 PM
v5.7 Modifications:
- Added damage for bow and stern torpedo tubes and simulated damage for TDC. When TDC is destroyed completely, this will prevent player to use torpedoes until next visit to the home port.
- Revised flotability values for individual compartments. Compartment flotabilty values and flooding times will simulate two pressure tight bulkheads (between radio/command room and between command room/aft.quarters ) and 3 water tight bulkheads (bow torp/radio room, aft.quarters/eng,room and eng.room/elec.eng.room). This means that once engine room water tight bulkheads are destroyed (aka Engine Room Compartment ), two neighboring compartments are also going to be filled with water, gradually.
- Revised HP values for the equipment.
- Modified values for depth charges.
Enable it next time when you starting new carrier.
I've finally figured out how to damage those torpedo tubes and make some use from TDC damage.:)
Don't forged to enable it next time when you decide to start new campaign...:subsim:
THE_MASK
05-07-14, 05:31 PM
I've finally figured out how to damage those torpedo tubes and make some use from TDC damage.:)
Don't forged to enable it next time when you decide to start new campaign...:subsim:Awesome work :yeah:
Defiance
05-08-14, 12:58 AM
Hiya's,
Just as i leave a trail of destruction behind in danzig bay and head home to kiel to await orders
Along comes an unexpected upgrade, is it a new secret weapon !! maybe a larger deck gun or some new fangled torp !!
Alas it's the mighty vdr, faster than a speeding fly squatter squishing a bug hehe
I will report back to memel (for a change lmao)
Nice work vdr (loving the real u-boat performance too) :salute:
vdr1981
05-08-14, 08:31 AM
Tnx guys! I really appreciate your support.
I'm sorry because of constant campaign restarts but unfortunately, that's the way it is...:-?
Defiance
05-08-14, 01:07 PM
It don't bother me at all
I was just kidding
I get told i've got the patience of a saint (may have patience but deffo no saint lol)
Nice to see mods actually being updated really
vladimir bondarenko
05-12-14, 06:01 AM
Всем привет. Господа подводники. Подскажите. Если начать новую кампанию, пропустив обучение, то в бункере имея опыт 2000 очков. можно установить вращающийся гидрофон. Он ведь должен устанавливаться вместо имеющегося GHG. А в итоге на подлодке после установки их оказывается два. Один KDB второй GHG. разве это правильно???
All greetings. Misters submariners. Suggest. If to begin new campaign, ha miss training in the bunker ha experience of 2000 points. it are possible to instal a rotat hydrophone. It after all should be instal instead of available GHG. And as a result on a submarine after installation them it appeared two. One KDB of second GHG. unless it are correct???
vdr1981
05-12-14, 08:45 AM
Всем привет. Господа подводники. Подскажите. Если начать новую кампанию, пропустив обучение, то в бункере имея опыт 2000 очков. можно установить вращающийся гидрофон. Он ведь должен устанавливаться вместо имеющегося GHG. А в итоге на подлодке после установки их оказывается два. Один KDB второй GHG. разве это правильно???
All greetings. Misters submariners. Suggest. If to begin new campaign, ha miss training in the bunker ha experience of 2000 points. it are possible to instal a rotat hydrophone. It after all should be instal instead of available GHG. And as a result on a submarine after installation them it appeared two. One KDB of second GHG. unless it are correct???
I'm afraid I don't understand you quite well...:hmmm:
Could you post a screenshoot?
Russian Patch for R.S.D. v5.7
http://yadi.sk/d/GKsCQyWqPxVgL
Enjoy :salute:
vdr1981
05-12-14, 09:40 AM
Russian Patch for R.S.D. v5.7
http://yadi.sk/d/GKsCQyWqPxVgL
Enjoy :salute:
Ehey, very nice! Tnx! I'm going to pin this to the first post! :up:
vladimir bondarenko
05-12-14, 10:03 AM
I'm afraid I don't understand you quite well...:hmmm:
Could you post a screenshoot?
Post a screenshot http://yadi.sk/d/3rI9t7x6Pxneu
http://yadi.sk/d/EXqXO1s3PyNyF
vdr1981
05-12-14, 01:38 PM
Post a screenshot http://yadi.sk/d/3rI9t7x6Pxneu
http://yadi.sk/d/EXqXO1s3PyNyF
I understand you now...I couldn't find the way how to make KDB receiver slot part of the KDB apparatus upgrade therefore it is visible all the time. You should ignore it until you "buy" the KDB apparatus from the technician in the bunker.
This is also the first stage of the potential update which will allow us to have both hydrophones apparatus on board, originally suggested by Gap...
vladimir bondarenko
05-12-14, 01:58 PM
I understand you now...I couldn't find the way how to make KDB receiver slot part of the KDB apparatus upgrade therefore it is visible all the time. You should ignore it until you "buy" the KDB apparatus from the technician in the bunker.
This is also the first stage of the potential update which will allow us to have both hydrophones apparatus on board, originally suggested by Gap...
Thanks for the reply. I thought that this is a problem of the engine. Thanks again for Your mod:yeah:
The ideal would be screen "damage" as with sh3. We had an immediate and clear vision of problems (material and human damage)
But perhaps sh5 does not create this model
vdr1981
05-14-14, 11:14 AM
The ideal would be screen "damage" as with sh3. We had an immediate and clear vision of problems (material and human damage)
But perhaps sh5 does not create this model
What do you mean by "screen damage" ?
What do you mean by "screen damage" ?
For me this graphic is perfect, we see all quicky, material and men,
http://dar-eva.com/s6.jpg
Sartoris
05-20-14, 03:10 PM
For me this graphic is perfect, we see all quicky, material and men,
http://dar-eva.com/s6.jpg
This would be a great help if it could be implemented in SH5. It would also entail the reworking of the crew management system, I assume, which is probably the next big step in SH5 modding. It would be so helpful.:hmmm:
Dragon81
08-20-14, 09:40 AM
v5.5 Modifications:
- KDB receivers will suffer critical damage if submerged deeper than 110-120 meters...
Hi vdr1981,
I need your help please to set this to 200m.
What file do I have to edit and what editor tool do I need?
Hi vdr1981,
I need your help please to set this to 200m.
What file do I have to edit and what editor tool do I need?
That's easy: open Zones.cfg in notepad and look for a damage zone definition whosr 'crash depth' property is set to about 110-120 (there won't be many). You can change this setting to whatever you want. :03:
On a side note: the KDB was actually subject to malfunctioning when exposed to high pressures, and the 110 m figure was taken from historical sources. Nonetheless, the KDB was never fitted alone, but together with a traditional GHG set which wasn't affected by the same problem. KDB and GHG had different detection ranges, arcs and accuracies, and were used together for better results (the KDB alone would have been pretty useless, due to its short detection range).
Unfortunately the game has problems at handling more than one hydrophone at one time, and as such the KDB upgrade is modelled in game as a single hydrophone set with 'extra powers'. One of the side effects of this poor implementation, is that if you loose the KDB, your u-boat will be deaf until the next patrol, whereas in reality the GHG could have been used sparingly as a stand-alone sensor :salute:
Dragon81
08-20-14, 12:16 PM
That's easy: open Zones.cfg in notepad and look for a damage zone definition whosr 'crash depth' property is set to about 110-120 (there won't be many). You can change this setting to whatever you want. :03:
Oh man! YOU ARE MY HERO TODAY! Many thanks! :rock::woot:
...is that if you loose the KDB, your u-boat will be deaf until the next patrol,
That's exactly my problem! :cool:
vdr1981
08-24-14, 07:10 AM
Hi vdr1981,
I need your help please to set this to 200m.
What file do I have to edit and what editor tool do I need?
[RSDUKDB]
Multiplier=1.000000
Flotability=0.000000
HitPoints=13
Destructible=No
Armor Level=8
Critic Flotation=0.300000
Critical=No
;Father=209
FloodingTime=59.999996
Crash Depth=140
CargoType=None
Find this in zone.cfg file and change marked line to something like 200-220 meters...
Dragon81
08-24-14, 12:43 PM
thx vecko :up:
fakingguys
09-12-14, 02:02 AM
if Obs periscope damaged ,there have a bug ,when i click on the broken obs scope,and nothing happen ,just stuck there , and what ever u press any key,i cant quit the obs forever .:o
silverdragon41
09-19-14, 03:32 PM
So to make sure to get this right the mod is to be activate last on the list?
bandit484
12-16-14, 03:28 PM
VDR may I ask a question? How much longer till the 5.8 version will be ready Sir? I would really like to be able to change out my aft torpedo from a T1 to a T2 or T3. :hmmm:
vdr1981
01-19-15, 06:41 PM
VDR may I ask a question? How much longer till the 5.8 version will be ready Sir? I would really like to be able to change out my aft torpedo from a T1 to a T2 or T3. :hmmm:
Done...Sry guys, I haven't been active on Subsim for some time. I hope I'll manage to spare more time in days to come and update TWoS and few more mods...
For now, new version of R.S.D is ready. It can be enabled anytime but changes will kick in after fresh campaign start...
ReallyDedPoet
01-19-15, 08:28 PM
For now, new version of R.S.D is ready.
Nice work :yep:
vdr1981
01-20-15, 08:26 AM
Just take note that russian patch because of the changes in upcge files is no longer compatible with 5.7.1 version...
bandit484
01-21-15, 01:47 AM
Sweet !!!!!!!! Thank You now in my opinion this game is complete!:rock::woot::woot::salute::yeah::subsim:
vladimir bondarenko
02-01-15, 05:28 AM
Just take note that russian patch because of the changes in upcge files is no longer compatible with 5.7.1 version...
I made necessary amendments to your mod, now they are compatible.
https://yadi.sk/d/o7Da5FcWeP9wQ:salute:
vdr1981
02-01-15, 07:16 AM
I made necessary amendments to your mod, now they are compatible.
https://yadi.sk/d/o7Da5FcWeP9wQ:salute:
Nice work! TY! :up:
frenk100
02-09-15, 11:10 AM
Hello! Russian put a patch, and a description of the boat is still in German.
Please! Tell me how to russify of boats.
Sorry for the translation. Google translate.
Здравствуйте! Ставлю русский патч, а описание лодки все равно на немецком.
Пожалуйста! Подскажите как русифицировать системы лодки.
Простите за перевод. Перевожу в Google.
Aktungbby
02-09-15, 11:20 AM
frenk100! :Kaleun_Salute:
vdr1981
02-10-15, 09:05 AM
Hello! Russian put a patch, and a description of the boat is still in German.
Please! Tell me how to russify of boats.
Sorry for the translation. Google translate.
Здравствуйте! Ставлю русский патч, а описание лодки все равно на немецком.
Пожалуйста! Подскажите как русифицировать системы лодки.
Простите за перевод. Перевожу в Google.
Did you restart your campaign? What about historical missions?
vladimir bondarenko
02-10-15, 10:21 AM
Hello! Russian put a patch, and a description of the boat is still in German.
Please! Tell me how to russify of boats.
Sorry for the translation. Google translate.
Здравствуйте! Ставлю русский патч, а описание лодки все равно на немецком.
Пожалуйста! Подскажите как русифицировать системы лодки.
Простите за перевод. Перевожу в Google.
А, что у вас еще установлено после RSD мода, скорее всего какой то мод затирает переведенные файлы английскими версиями.
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